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242
apps/RenderCadenceCompositor/app/RuntimeLayerController.cpp
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242
apps/RenderCadenceCompositor/app/RuntimeLayerController.cpp
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#include "RuntimeLayerController.h"
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#include "AppConfigProvider.h"
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#include "RuntimeJson.h"
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#include "../logging/Logger.h"
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#include <filesystem>
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namespace RenderCadenceCompositor
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{
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RuntimeLayerController::RuntimeLayerController(RenderLayerPublisher publisher) :
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mPublisher(std::move(publisher))
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{
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}
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RuntimeLayerController::~RuntimeLayerController()
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{
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Stop();
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}
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void RuntimeLayerController::SetPublisher(RenderLayerPublisher publisher)
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{
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mPublisher = std::move(publisher);
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}
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void RuntimeLayerController::Initialize(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames, std::string& runtimeShaderId)
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{
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LoadSupportedShaderCatalog(shaderLibrary, maxTemporalHistoryFrames);
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InitializeLayerModel(runtimeShaderId);
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}
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void RuntimeLayerController::StartStartupBuild(const std::string& runtimeShaderId)
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{
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if (runtimeShaderId.empty())
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{
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Log("runtime-shader", "Runtime shader build disabled.");
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return;
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}
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Log("runtime-shader", "Starting background Slang build for shader '" + runtimeShaderId + "'.");
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const std::string layerId = FirstRuntimeLayerId();
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if (!layerId.empty())
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StartLayerShaderBuild(layerId, runtimeShaderId);
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}
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void RuntimeLayerController::Stop()
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{
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StopAllRuntimeShaderBuilds();
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}
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ControlActionResult RuntimeLayerController::HandleAddLayer(const std::string& body)
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{
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std::string shaderId;
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std::string error;
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if (!ExtractStringField(body, "shaderId", shaderId, error))
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return { false, error };
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std::string layerId;
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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if (!mRuntimeLayerModel.AddLayer(mShaderCatalog, shaderId, layerId, error))
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return { false, error };
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}
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Log("runtime-shader", "Layer added: " + layerId + " shader=" + shaderId);
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StartLayerShaderBuild(layerId, shaderId);
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return { true, std::string() };
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}
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ControlActionResult RuntimeLayerController::HandleRemoveLayer(const std::string& body)
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{
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std::string layerId;
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std::string error;
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if (!ExtractStringField(body, "layerId", layerId, error))
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return { false, error };
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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if (!mRuntimeLayerModel.RemoveLayer(layerId, error))
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return { false, error };
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}
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Log("runtime-shader", "Layer removed: " + layerId);
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StopLayerShaderBuild(layerId);
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PublishRuntimeRenderLayers();
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return { true, std::string() };
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}
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RuntimeLayerModelSnapshot RuntimeLayerController::Snapshot(const CadenceTelemetrySnapshot& telemetry) const
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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RuntimeLayerModelSnapshot snapshot = mRuntimeLayerModel.Snapshot();
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if (telemetry.shaderBuildFailures > 0)
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{
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snapshot.compileSucceeded = false;
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snapshot.compileMessage = "Runtime shader GL commit failed; see logs for details.";
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}
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return snapshot;
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}
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void RuntimeLayerController::LoadSupportedShaderCatalog(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames)
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{
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const std::filesystem::path shaderRoot = FindRepoPath(shaderLibrary);
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std::string error;
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if (!mShaderCatalog.Load(shaderRoot, maxTemporalHistoryFrames, error))
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{
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LogWarning("runtime-shader", "Supported shader catalog is empty: " + error);
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return;
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}
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Log("runtime-shader", "Supported shader catalog loaded with " + std::to_string(mShaderCatalog.Shaders().size()) + " shader(s).");
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}
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void RuntimeLayerController::InitializeLayerModel(std::string& runtimeShaderId)
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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std::string error;
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if (!mRuntimeLayerModel.InitializeSingleLayer(mShaderCatalog, runtimeShaderId, error))
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{
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LogWarning("runtime-shader", error + " Runtime shader build disabled.");
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runtimeShaderId.clear();
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mRuntimeLayerModel.Clear();
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}
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}
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void RuntimeLayerController::StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId)
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{
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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std::string error;
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mRuntimeLayerModel.MarkBuildStarted(layerId, "Runtime Slang build started for shader '" + shaderId + "'.", error);
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}
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auto bridge = std::make_unique<RuntimeShaderBridge>();
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RuntimeShaderBridge* bridgePtr = bridge.get();
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{
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std::lock_guard<std::mutex> lock(mShaderBuildMutex);
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auto existingIt = mShaderBuilds.find(layerId);
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if (existingIt != mShaderBuilds.end())
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existingIt->second->Stop();
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mShaderBuilds[layerId] = std::move(bridge);
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}
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bridgePtr->Start(
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layerId,
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shaderId,
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[this](const RuntimeShaderArtifact& artifact) {
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if (MarkRuntimeBuildReady(artifact))
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PublishRuntimeRenderLayers();
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},
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[this, layerId](const std::string& message) {
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MarkRuntimeBuildFailedForLayer(layerId, message);
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LogError("runtime-shader", "Runtime Slang build failed: " + message);
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});
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}
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void RuntimeLayerController::StopLayerShaderBuild(const std::string& layerId)
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{
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std::unique_ptr<RuntimeShaderBridge> bridge;
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{
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std::lock_guard<std::mutex> lock(mShaderBuildMutex);
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auto bridgeIt = mShaderBuilds.find(layerId);
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if (bridgeIt == mShaderBuilds.end())
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return;
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bridge = std::move(bridgeIt->second);
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mShaderBuilds.erase(bridgeIt);
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}
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bridge->Stop();
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}
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void RuntimeLayerController::StopAllRuntimeShaderBuilds()
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{
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std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> builds;
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{
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std::lock_guard<std::mutex> lock(mShaderBuildMutex);
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builds.swap(mShaderBuilds);
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}
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for (auto& entry : builds)
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entry.second->Stop();
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}
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void RuntimeLayerController::PublishRuntimeRenderLayers()
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{
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if (!mPublisher)
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return;
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std::vector<RuntimeRenderLayerModel> renderLayers;
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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renderLayers = mRuntimeLayerModel.Snapshot().renderLayers;
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}
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mPublisher(renderLayers);
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}
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bool RuntimeLayerController::MarkRuntimeBuildReady(const RuntimeShaderArtifact& artifact)
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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std::string error;
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if (!mRuntimeLayerModel.MarkBuildReady(artifact, error))
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{
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LogWarning("runtime-shader", error);
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return false;
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}
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return true;
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}
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void RuntimeLayerController::MarkRuntimeBuildFailedForLayer(const std::string& layerId, const std::string& message)
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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std::string error;
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if (!mRuntimeLayerModel.MarkBuildFailed(layerId, message, error))
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LogWarning("runtime-shader", error);
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}
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std::string RuntimeLayerController::FirstRuntimeLayerId() const
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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return mRuntimeLayerModel.FirstLayerId();
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}
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bool RuntimeLayerController::ExtractStringField(const std::string& body, const char* fieldName, std::string& value, std::string& error)
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{
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JsonValue root;
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std::string parseError;
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if (!ParseJson(body.empty() ? "{}" : body, root, parseError) || !root.isObject())
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{
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error = parseError.empty() ? "Request body must be a JSON object." : parseError;
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return false;
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}
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const JsonValue* field = root.find(fieldName);
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if (!field || !field->isString() || field->asString().empty())
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{
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error = std::string("Request field '") + fieldName + "' must be a non-empty string.";
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return false;
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}
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value = field->asString();
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error.clear();
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return true;
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}
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}
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