Seperation
This commit is contained in:
@@ -307,6 +307,9 @@ set(RENDER_CADENCE_APP_SOURCES
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"${RENDER_CADENCE_APP_DIR}/app/AppConfigProvider.cpp"
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"${RENDER_CADENCE_APP_DIR}/app/AppConfigProvider.h"
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"${RENDER_CADENCE_APP_DIR}/app/RenderCadenceApp.h"
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"${RENDER_CADENCE_APP_DIR}/app/RuntimeLayerController.cpp"
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"${RENDER_CADENCE_APP_DIR}/app/RuntimeLayerController.h"
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"${RENDER_CADENCE_APP_DIR}/control/ControlActionResult.h"
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"${RENDER_CADENCE_APP_DIR}/control/HttpControlServer.cpp"
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"${RENDER_CADENCE_APP_DIR}/control/HttpControlServer.h"
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"${RENDER_CADENCE_APP_DIR}/control/RuntimeStateJson.h"
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@@ -2,21 +2,15 @@
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#include "AppConfig.h"
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#include "AppConfigProvider.h"
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#include "RuntimeLayerController.h"
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#include "../logging/Logger.h"
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#include "../runtime/RuntimeLayerModel.h"
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#include "../runtime/RuntimeShaderBridge.h"
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#include "../runtime/SupportedShaderCatalog.h"
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#include "../control/RuntimeStateJson.h"
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#include "../telemetry/TelemetryHealthMonitor.h"
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#include "../video/DeckLinkOutput.h"
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#include "../video/DeckLinkOutputThread.h"
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#include "RuntimeJson.h"
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#include <chrono>
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#include <filesystem>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <type_traits>
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@@ -60,7 +54,10 @@ public:
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mFrameExchange(frameExchange),
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mConfig(config),
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mOutputThread(mOutput, mFrameExchange, mConfig.outputThread),
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mTelemetryHealth(mConfig.telemetry)
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mTelemetryHealth(mConfig.telemetry),
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mRuntimeLayers([this](const std::vector<RuntimeRenderLayerModel>& layers) {
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mRenderThread.SubmitRuntimeRenderLayers(layers);
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})
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{
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}
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@@ -74,8 +71,10 @@ public:
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bool Start(std::string& error)
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{
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LoadSupportedShaderCatalog();
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InitializeRuntimeLayerModel();
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mRuntimeLayers.Initialize(
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mConfig.shaderLibrary,
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static_cast<unsigned>(mConfig.maxTemporalHistoryFrames),
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mConfig.runtimeShaderId);
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Log("app", "Starting render thread.");
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if (!detail::StartRenderThread(mRenderThread, error, 0))
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@@ -84,7 +83,7 @@ public:
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Stop();
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return false;
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}
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StartRuntimeShaderBuild();
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mRuntimeLayers.StartStartupBuild(mConfig.runtimeShaderId);
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Log("app", "Waiting for rendered warmup frames.");
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if (!mFrameExchange.WaitForCompletedDepth(mConfig.warmupCompletedFrames, mConfig.warmupTimeout))
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@@ -109,7 +108,7 @@ public:
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mTelemetryHealth.Stop();
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mOutputThread.Stop();
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mOutput.Stop();
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StopRuntimeShaderBuild();
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mRuntimeLayers.Stop();
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mRenderThread.Stop();
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mOutput.ReleaseResources();
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if (mStarted)
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@@ -180,10 +179,10 @@ private:
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return BuildStateJson();
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};
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callbacks.addLayer = [this](const std::string& body) {
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return HandleAddLayer(body);
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return mRuntimeLayers.HandleAddLayer(body);
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};
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callbacks.removeLayer = [this](const std::string& body) {
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return HandleRemoveLayer(body);
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return mRuntimeLayers.HandleRemoveLayer(body);
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};
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std::string error;
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@@ -202,14 +201,14 @@ private:
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std::string BuildStateJson()
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{
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CadenceTelemetrySnapshot telemetry = mHttpTelemetry.Sample(mFrameExchange, mOutput, mOutputThread, mRenderThread);
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RuntimeLayerModelSnapshot layerSnapshot = CopyRuntimeLayerSnapshot(telemetry);
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RuntimeLayerModelSnapshot layerSnapshot = mRuntimeLayers.Snapshot(telemetry);
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return RuntimeStateToJson(RuntimeStateJsonInput{
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mConfig,
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telemetry,
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mHttpServer.Port(),
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mVideoOutputEnabled,
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mVideoOutputStatus,
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mShaderCatalog,
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mRuntimeLayers.ShaderCatalog(),
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layerSnapshot
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});
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}
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@@ -226,230 +225,6 @@ private:
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return false;
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}
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void StartRuntimeShaderBuild()
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{
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if (mConfig.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 '" + mConfig.runtimeShaderId + "'.");
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const std::string layerId = FirstRuntimeLayerId();
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if (!layerId.empty())
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StartLayerShaderBuild(layerId, mConfig.runtimeShaderId);
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}
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void LoadSupportedShaderCatalog()
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{
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const std::filesystem::path shaderRoot = FindRepoPath(mConfig.shaderLibrary);
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std::string error;
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if (!mShaderCatalog.Load(shaderRoot, static_cast<unsigned>(mConfig.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 InitializeRuntimeLayerModel()
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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, mConfig.runtimeShaderId, error))
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{
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LogWarning("runtime-shader", error + " Runtime shader build disabled.");
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mConfig.runtimeShaderId.clear();
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mRuntimeLayerModel.Clear();
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}
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}
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void StopRuntimeShaderBuild()
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{
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StopAllRuntimeShaderBuilds();
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}
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void MarkRuntimeBuildStarted(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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const std::string layerId = mRuntimeLayerModel.FirstLayerId();
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if (!layerId.empty())
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mRuntimeLayerModel.MarkBuildStarted(layerId, message, error);
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}
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bool 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 MarkRuntimeBuildFailed(const std::string& message)
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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if (!mRuntimeLayerModel.MarkBuildFailedForShader(mConfig.runtimeShaderId, message))
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LogWarning("runtime-shader", "Runtime shader failed without a matching display layer: " + message);
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}
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void 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 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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void 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 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 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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ControlActionResult 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 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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void PublishRuntimeRenderLayers()
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{
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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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mRenderThread.SubmitRuntimeRenderLayers(renderLayers);
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}
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static bool 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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RuntimeLayerModelSnapshot CopyRuntimeLayerSnapshot(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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RenderThread& mRenderThread;
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SystemFrameExchange& mFrameExchange;
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AppConfig mConfig;
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@@ -458,11 +233,7 @@ private:
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TelemetryHealthMonitor mTelemetryHealth;
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CadenceTelemetry mHttpTelemetry;
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HttpControlServer mHttpServer;
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SupportedShaderCatalog mShaderCatalog;
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mutable std::mutex mRuntimeLayerMutex;
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RuntimeLayerModel mRuntimeLayerModel;
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std::mutex mShaderBuildMutex;
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std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> mShaderBuilds;
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RuntimeLayerController mRuntimeLayers;
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bool mStarted = false;
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bool mVideoOutputEnabled = false;
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std::string mVideoOutputStatus = "DeckLink output not started.";
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242
apps/RenderCadenceCompositor/app/RuntimeLayerController.cpp
Normal file
242
apps/RenderCadenceCompositor/app/RuntimeLayerController.cpp
Normal file
@@ -0,0 +1,242 @@
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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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|
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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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|
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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 };
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
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if (!mRuntimeLayerModel.RemoveLayer(layerId, error))
|
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return { false, error };
|
||||
}
|
||||
|
||||
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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RuntimeLayerModelSnapshot RuntimeLayerController::Snapshot(const CadenceTelemetrySnapshot& telemetry) const
|
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
RuntimeLayerModelSnapshot snapshot = mRuntimeLayerModel.Snapshot();
|
||||
if (telemetry.shaderBuildFailures > 0)
|
||||
{
|
||||
snapshot.compileSucceeded = false;
|
||||
snapshot.compileMessage = "Runtime shader GL commit failed; see logs for details.";
|
||||
}
|
||||
return snapshot;
|
||||
}
|
||||
|
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void RuntimeLayerController::LoadSupportedShaderCatalog(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames)
|
||||
{
|
||||
const std::filesystem::path shaderRoot = FindRepoPath(shaderLibrary);
|
||||
std::string error;
|
||||
if (!mShaderCatalog.Load(shaderRoot, maxTemporalHistoryFrames, error))
|
||||
{
|
||||
LogWarning("runtime-shader", "Supported shader catalog is empty: " + error);
|
||||
return;
|
||||
}
|
||||
|
||||
Log("runtime-shader", "Supported shader catalog loaded with " + std::to_string(mShaderCatalog.Shaders().size()) + " shader(s).");
|
||||
}
|
||||
|
||||
void RuntimeLayerController::InitializeLayerModel(std::string& runtimeShaderId)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
std::string error;
|
||||
if (!mRuntimeLayerModel.InitializeSingleLayer(mShaderCatalog, runtimeShaderId, error))
|
||||
{
|
||||
LogWarning("runtime-shader", error + " Runtime shader build disabled.");
|
||||
runtimeShaderId.clear();
|
||||
mRuntimeLayerModel.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
void RuntimeLayerController::StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId)
|
||||
{
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
std::string error;
|
||||
mRuntimeLayerModel.MarkBuildStarted(layerId, "Runtime Slang build started for shader '" + shaderId + "'.", error);
|
||||
}
|
||||
|
||||
auto bridge = std::make_unique<RuntimeShaderBridge>();
|
||||
RuntimeShaderBridge* bridgePtr = bridge.get();
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
|
||||
auto existingIt = mShaderBuilds.find(layerId);
|
||||
if (existingIt != mShaderBuilds.end())
|
||||
existingIt->second->Stop();
|
||||
mShaderBuilds[layerId] = std::move(bridge);
|
||||
}
|
||||
|
||||
bridgePtr->Start(
|
||||
layerId,
|
||||
shaderId,
|
||||
[this](const RuntimeShaderArtifact& artifact) {
|
||||
if (MarkRuntimeBuildReady(artifact))
|
||||
PublishRuntimeRenderLayers();
|
||||
},
|
||||
[this, layerId](const std::string& message) {
|
||||
MarkRuntimeBuildFailedForLayer(layerId, message);
|
||||
LogError("runtime-shader", "Runtime Slang build failed: " + message);
|
||||
});
|
||||
}
|
||||
|
||||
void RuntimeLayerController::StopLayerShaderBuild(const std::string& layerId)
|
||||
{
|
||||
std::unique_ptr<RuntimeShaderBridge> bridge;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
|
||||
auto bridgeIt = mShaderBuilds.find(layerId);
|
||||
if (bridgeIt == mShaderBuilds.end())
|
||||
return;
|
||||
bridge = std::move(bridgeIt->second);
|
||||
mShaderBuilds.erase(bridgeIt);
|
||||
}
|
||||
bridge->Stop();
|
||||
}
|
||||
|
||||
void RuntimeLayerController::StopAllRuntimeShaderBuilds()
|
||||
{
|
||||
std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> builds;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
|
||||
builds.swap(mShaderBuilds);
|
||||
}
|
||||
for (auto& entry : builds)
|
||||
entry.second->Stop();
|
||||
}
|
||||
|
||||
void RuntimeLayerController::PublishRuntimeRenderLayers()
|
||||
{
|
||||
if (!mPublisher)
|
||||
return;
|
||||
|
||||
std::vector<RuntimeRenderLayerModel> renderLayers;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
renderLayers = mRuntimeLayerModel.Snapshot().renderLayers;
|
||||
}
|
||||
mPublisher(renderLayers);
|
||||
}
|
||||
|
||||
bool RuntimeLayerController::MarkRuntimeBuildReady(const RuntimeShaderArtifact& artifact)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
std::string error;
|
||||
if (!mRuntimeLayerModel.MarkBuildReady(artifact, error))
|
||||
{
|
||||
LogWarning("runtime-shader", error);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void RuntimeLayerController::MarkRuntimeBuildFailedForLayer(const std::string& layerId, const std::string& message)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
std::string error;
|
||||
if (!mRuntimeLayerModel.MarkBuildFailed(layerId, message, error))
|
||||
LogWarning("runtime-shader", error);
|
||||
}
|
||||
|
||||
std::string RuntimeLayerController::FirstRuntimeLayerId() const
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
return mRuntimeLayerModel.FirstLayerId();
|
||||
}
|
||||
|
||||
bool RuntimeLayerController::ExtractStringField(const std::string& body, const char* fieldName, std::string& value, std::string& error)
|
||||
{
|
||||
JsonValue root;
|
||||
std::string parseError;
|
||||
if (!ParseJson(body.empty() ? "{}" : body, root, parseError) || !root.isObject())
|
||||
{
|
||||
error = parseError.empty() ? "Request body must be a JSON object." : parseError;
|
||||
return false;
|
||||
}
|
||||
|
||||
const JsonValue* field = root.find(fieldName);
|
||||
if (!field || !field->isString() || field->asString().empty())
|
||||
{
|
||||
error = std::string("Request field '") + fieldName + "' must be a non-empty string.";
|
||||
return false;
|
||||
}
|
||||
|
||||
value = field->asString();
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
59
apps/RenderCadenceCompositor/app/RuntimeLayerController.h
Normal file
59
apps/RenderCadenceCompositor/app/RuntimeLayerController.h
Normal file
@@ -0,0 +1,59 @@
|
||||
#pragma once
|
||||
|
||||
#include "../control/ControlActionResult.h"
|
||||
#include "../runtime/RuntimeLayerModel.h"
|
||||
#include "../runtime/RuntimeShaderBridge.h"
|
||||
#include "../runtime/SupportedShaderCatalog.h"
|
||||
#include "../telemetry/CadenceTelemetry.h"
|
||||
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace RenderCadenceCompositor
|
||||
{
|
||||
class RuntimeLayerController
|
||||
{
|
||||
public:
|
||||
using RenderLayerPublisher = std::function<void(const std::vector<RuntimeRenderLayerModel>&)>;
|
||||
|
||||
explicit RuntimeLayerController(RenderLayerPublisher publisher = RenderLayerPublisher());
|
||||
RuntimeLayerController(const RuntimeLayerController&) = delete;
|
||||
RuntimeLayerController& operator=(const RuntimeLayerController&) = delete;
|
||||
~RuntimeLayerController();
|
||||
|
||||
void SetPublisher(RenderLayerPublisher publisher);
|
||||
void Initialize(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames, std::string& runtimeShaderId);
|
||||
void StartStartupBuild(const std::string& runtimeShaderId);
|
||||
void Stop();
|
||||
|
||||
ControlActionResult HandleAddLayer(const std::string& body);
|
||||
ControlActionResult HandleRemoveLayer(const std::string& body);
|
||||
|
||||
RuntimeLayerModelSnapshot Snapshot(const CadenceTelemetrySnapshot& telemetry) const;
|
||||
const SupportedShaderCatalog& ShaderCatalog() const { return mShaderCatalog; }
|
||||
|
||||
private:
|
||||
void LoadSupportedShaderCatalog(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames);
|
||||
void InitializeLayerModel(std::string& runtimeShaderId);
|
||||
void StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId);
|
||||
void StopLayerShaderBuild(const std::string& layerId);
|
||||
void StopAllRuntimeShaderBuilds();
|
||||
void PublishRuntimeRenderLayers();
|
||||
bool MarkRuntimeBuildReady(const RuntimeShaderArtifact& artifact);
|
||||
void MarkRuntimeBuildFailedForLayer(const std::string& layerId, const std::string& message);
|
||||
|
||||
std::string FirstRuntimeLayerId() const;
|
||||
static bool ExtractStringField(const std::string& body, const char* fieldName, std::string& value, std::string& error);
|
||||
|
||||
RenderLayerPublisher mPublisher;
|
||||
SupportedShaderCatalog mShaderCatalog;
|
||||
mutable std::mutex mRuntimeLayerMutex;
|
||||
RuntimeLayerModel mRuntimeLayerModel;
|
||||
std::mutex mShaderBuildMutex;
|
||||
std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> mShaderBuilds;
|
||||
};
|
||||
}
|
||||
12
apps/RenderCadenceCompositor/control/ControlActionResult.h
Normal file
12
apps/RenderCadenceCompositor/control/ControlActionResult.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace RenderCadenceCompositor
|
||||
{
|
||||
struct ControlActionResult
|
||||
{
|
||||
bool ok = false;
|
||||
std::string error;
|
||||
};
|
||||
}
|
||||
@@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "ControlActionResult.h"
|
||||
|
||||
#include <winsock2.h>
|
||||
|
||||
#include <atomic>
|
||||
@@ -19,12 +21,6 @@ struct HttpControlServerConfig
|
||||
std::chrono::milliseconds idleSleep = std::chrono::milliseconds(10);
|
||||
};
|
||||
|
||||
struct ControlActionResult
|
||||
{
|
||||
bool ok = false;
|
||||
std::string error;
|
||||
};
|
||||
|
||||
struct HttpControlServerCallbacks
|
||||
{
|
||||
std::function<std::string()> getStateJson;
|
||||
|
||||
Reference in New Issue
Block a user