Seperation

This commit is contained in:
Aiden
2026-05-12 14:57:18 +10:00
parent d07ea1f63a
commit 95b4a54326
6 changed files with 334 additions and 251 deletions

View File

@@ -307,6 +307,9 @@ set(RENDER_CADENCE_APP_SOURCES
"${RENDER_CADENCE_APP_DIR}/app/AppConfigProvider.cpp"
"${RENDER_CADENCE_APP_DIR}/app/AppConfigProvider.h"
"${RENDER_CADENCE_APP_DIR}/app/RenderCadenceApp.h"
"${RENDER_CADENCE_APP_DIR}/app/RuntimeLayerController.cpp"
"${RENDER_CADENCE_APP_DIR}/app/RuntimeLayerController.h"
"${RENDER_CADENCE_APP_DIR}/control/ControlActionResult.h"
"${RENDER_CADENCE_APP_DIR}/control/HttpControlServer.cpp"
"${RENDER_CADENCE_APP_DIR}/control/HttpControlServer.h"
"${RENDER_CADENCE_APP_DIR}/control/RuntimeStateJson.h"

View File

@@ -2,21 +2,15 @@
#include "AppConfig.h"
#include "AppConfigProvider.h"
#include "RuntimeLayerController.h"
#include "../logging/Logger.h"
#include "../runtime/RuntimeLayerModel.h"
#include "../runtime/RuntimeShaderBridge.h"
#include "../runtime/SupportedShaderCatalog.h"
#include "../control/RuntimeStateJson.h"
#include "../telemetry/TelemetryHealthMonitor.h"
#include "../video/DeckLinkOutput.h"
#include "../video/DeckLinkOutputThread.h"
#include "RuntimeJson.h"
#include <chrono>
#include <filesystem>
#include <map>
#include <memory>
#include <mutex>
#include <string>
#include <thread>
#include <type_traits>
@@ -60,7 +54,10 @@ public:
mFrameExchange(frameExchange),
mConfig(config),
mOutputThread(mOutput, mFrameExchange, mConfig.outputThread),
mTelemetryHealth(mConfig.telemetry)
mTelemetryHealth(mConfig.telemetry),
mRuntimeLayers([this](const std::vector<RuntimeRenderLayerModel>& layers) {
mRenderThread.SubmitRuntimeRenderLayers(layers);
})
{
}
@@ -74,8 +71,10 @@ public:
bool Start(std::string& error)
{
LoadSupportedShaderCatalog();
InitializeRuntimeLayerModel();
mRuntimeLayers.Initialize(
mConfig.shaderLibrary,
static_cast<unsigned>(mConfig.maxTemporalHistoryFrames),
mConfig.runtimeShaderId);
Log("app", "Starting render thread.");
if (!detail::StartRenderThread(mRenderThread, error, 0))
@@ -84,7 +83,7 @@ public:
Stop();
return false;
}
StartRuntimeShaderBuild();
mRuntimeLayers.StartStartupBuild(mConfig.runtimeShaderId);
Log("app", "Waiting for rendered warmup frames.");
if (!mFrameExchange.WaitForCompletedDepth(mConfig.warmupCompletedFrames, mConfig.warmupTimeout))
@@ -109,7 +108,7 @@ public:
mTelemetryHealth.Stop();
mOutputThread.Stop();
mOutput.Stop();
StopRuntimeShaderBuild();
mRuntimeLayers.Stop();
mRenderThread.Stop();
mOutput.ReleaseResources();
if (mStarted)
@@ -180,10 +179,10 @@ private:
return BuildStateJson();
};
callbacks.addLayer = [this](const std::string& body) {
return HandleAddLayer(body);
return mRuntimeLayers.HandleAddLayer(body);
};
callbacks.removeLayer = [this](const std::string& body) {
return HandleRemoveLayer(body);
return mRuntimeLayers.HandleRemoveLayer(body);
};
std::string error;
@@ -202,14 +201,14 @@ private:
std::string BuildStateJson()
{
CadenceTelemetrySnapshot telemetry = mHttpTelemetry.Sample(mFrameExchange, mOutput, mOutputThread, mRenderThread);
RuntimeLayerModelSnapshot layerSnapshot = CopyRuntimeLayerSnapshot(telemetry);
RuntimeLayerModelSnapshot layerSnapshot = mRuntimeLayers.Snapshot(telemetry);
return RuntimeStateToJson(RuntimeStateJsonInput{
mConfig,
telemetry,
mHttpServer.Port(),
mVideoOutputEnabled,
mVideoOutputStatus,
mShaderCatalog,
mRuntimeLayers.ShaderCatalog(),
layerSnapshot
});
}
@@ -226,230 +225,6 @@ private:
return false;
}
void StartRuntimeShaderBuild()
{
if (mConfig.runtimeShaderId.empty())
{
Log("runtime-shader", "Runtime shader build disabled.");
return;
}
Log("runtime-shader", "Starting background Slang build for shader '" + mConfig.runtimeShaderId + "'.");
const std::string layerId = FirstRuntimeLayerId();
if (!layerId.empty())
StartLayerShaderBuild(layerId, mConfig.runtimeShaderId);
}
void LoadSupportedShaderCatalog()
{
const std::filesystem::path shaderRoot = FindRepoPath(mConfig.shaderLibrary);
std::string error;
if (!mShaderCatalog.Load(shaderRoot, static_cast<unsigned>(mConfig.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 InitializeRuntimeLayerModel()
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
std::string error;
if (!mRuntimeLayerModel.InitializeSingleLayer(mShaderCatalog, mConfig.runtimeShaderId, error))
{
LogWarning("runtime-shader", error + " Runtime shader build disabled.");
mConfig.runtimeShaderId.clear();
mRuntimeLayerModel.Clear();
}
}
void StopRuntimeShaderBuild()
{
StopAllRuntimeShaderBuilds();
}
void MarkRuntimeBuildStarted(const std::string& message)
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
std::string error;
const std::string layerId = mRuntimeLayerModel.FirstLayerId();
if (!layerId.empty())
mRuntimeLayerModel.MarkBuildStarted(layerId, message, error);
}
bool 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 MarkRuntimeBuildFailed(const std::string& message)
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
if (!mRuntimeLayerModel.MarkBuildFailedForShader(mConfig.runtimeShaderId, message))
LogWarning("runtime-shader", "Runtime shader failed without a matching display layer: " + message);
}
void 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 FirstRuntimeLayerId() const
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
return mRuntimeLayerModel.FirstLayerId();
}
void 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 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 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();
}
ControlActionResult HandleAddLayer(const std::string& body)
{
std::string shaderId;
std::string error;
if (!ExtractStringField(body, "shaderId", shaderId, error))
return { false, error };
std::string layerId;
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
if (!mRuntimeLayerModel.AddLayer(mShaderCatalog, shaderId, layerId, error))
return { false, error };
}
Log("runtime-shader", "Layer added: " + layerId + " shader=" + shaderId);
StartLayerShaderBuild(layerId, shaderId);
return { true, std::string() };
}
ControlActionResult HandleRemoveLayer(const std::string& body)
{
std::string layerId;
std::string error;
if (!ExtractStringField(body, "layerId", layerId, error))
return { false, error };
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
if (!mRuntimeLayerModel.RemoveLayer(layerId, error))
return { false, error };
}
Log("runtime-shader", "Layer removed: " + layerId);
StopLayerShaderBuild(layerId);
PublishRuntimeRenderLayers();
return { true, std::string() };
}
void PublishRuntimeRenderLayers()
{
std::vector<RuntimeRenderLayerModel> renderLayers;
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
renderLayers = mRuntimeLayerModel.Snapshot().renderLayers;
}
mRenderThread.SubmitRuntimeRenderLayers(renderLayers);
}
static bool 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;
}
RuntimeLayerModelSnapshot CopyRuntimeLayerSnapshot(const CadenceTelemetrySnapshot& telemetry) const
{
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;
}
RenderThread& mRenderThread;
SystemFrameExchange& mFrameExchange;
AppConfig mConfig;
@@ -458,11 +233,7 @@ private:
TelemetryHealthMonitor mTelemetryHealth;
CadenceTelemetry mHttpTelemetry;
HttpControlServer mHttpServer;
SupportedShaderCatalog mShaderCatalog;
mutable std::mutex mRuntimeLayerMutex;
RuntimeLayerModel mRuntimeLayerModel;
std::mutex mShaderBuildMutex;
std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> mShaderBuilds;
RuntimeLayerController mRuntimeLayers;
bool mStarted = false;
bool mVideoOutputEnabled = false;
std::string mVideoOutputStatus = "DeckLink output not started.";

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@@ -0,0 +1,242 @@
#include "RuntimeLayerController.h"
#include "AppConfigProvider.h"
#include "RuntimeJson.h"
#include "../logging/Logger.h"
#include <filesystem>
namespace RenderCadenceCompositor
{
RuntimeLayerController::RuntimeLayerController(RenderLayerPublisher publisher) :
mPublisher(std::move(publisher))
{
}
RuntimeLayerController::~RuntimeLayerController()
{
Stop();
}
void RuntimeLayerController::SetPublisher(RenderLayerPublisher publisher)
{
mPublisher = std::move(publisher);
}
void RuntimeLayerController::Initialize(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames, std::string& runtimeShaderId)
{
LoadSupportedShaderCatalog(shaderLibrary, maxTemporalHistoryFrames);
InitializeLayerModel(runtimeShaderId);
}
void RuntimeLayerController::StartStartupBuild(const std::string& runtimeShaderId)
{
if (runtimeShaderId.empty())
{
Log("runtime-shader", "Runtime shader build disabled.");
return;
}
Log("runtime-shader", "Starting background Slang build for shader '" + runtimeShaderId + "'.");
const std::string layerId = FirstRuntimeLayerId();
if (!layerId.empty())
StartLayerShaderBuild(layerId, runtimeShaderId);
}
void RuntimeLayerController::Stop()
{
StopAllRuntimeShaderBuilds();
}
ControlActionResult RuntimeLayerController::HandleAddLayer(const std::string& body)
{
std::string shaderId;
std::string error;
if (!ExtractStringField(body, "shaderId", shaderId, error))
return { false, error };
std::string layerId;
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
if (!mRuntimeLayerModel.AddLayer(mShaderCatalog, shaderId, layerId, error))
return { false, error };
}
Log("runtime-shader", "Layer added: " + layerId + " shader=" + shaderId);
StartLayerShaderBuild(layerId, shaderId);
return { true, std::string() };
}
ControlActionResult RuntimeLayerController::HandleRemoveLayer(const std::string& body)
{
std::string layerId;
std::string error;
if (!ExtractStringField(body, "layerId", layerId, error))
return { false, error };
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
if (!mRuntimeLayerModel.RemoveLayer(layerId, error))
return { false, error };
}
Log("runtime-shader", "Layer removed: " + layerId);
StopLayerShaderBuild(layerId);
PublishRuntimeRenderLayers();
return { true, std::string() };
}
RuntimeLayerModelSnapshot RuntimeLayerController::Snapshot(const CadenceTelemetrySnapshot& telemetry) const
{
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;
}
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;
}
}

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@@ -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;
};
}

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@@ -0,0 +1,12 @@
#pragma once
#include <string>
namespace RenderCadenceCompositor
{
struct ControlActionResult
{
bool ok = false;
std::string error;
};
}

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@@ -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;