phase 1 runtime complete
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@@ -24,19 +24,14 @@ bool RenderSnapshotBuilder::BuildLayerPassFragmentShaderSources(const std::strin
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if (!mRuntimeStore.CopyShaderPackageForStoredLayer(layerId, shaderPackage, error))
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return false;
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std::filesystem::path repoRoot;
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std::filesystem::path wrapperPath;
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std::filesystem::path generatedGlslPath;
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std::filesystem::path patchedGlslPath;
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unsigned maxTemporalHistoryFrames = 0;
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mRuntimeStore.GetShaderCompilerInputs(repoRoot, wrapperPath, generatedGlslPath, patchedGlslPath, maxTemporalHistoryFrames);
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const ShaderCompilerInputs inputs = mRuntimeStore.GetShaderCompilerInputs();
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ShaderCompiler compiler(
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repoRoot,
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wrapperPath,
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generatedGlslPath,
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patchedGlslPath,
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maxTemporalHistoryFrames);
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inputs.repoRoot,
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inputs.wrapperPath,
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inputs.generatedGlslPath,
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inputs.patchedGlslPath,
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inputs.maxTemporalHistoryFrames);
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passSources.clear();
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passSources.reserve(shaderPackage.passes.size());
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for (const ShaderPassDefinition& pass : shaderPackage.passes)
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@@ -83,34 +78,24 @@ void RenderSnapshotBuilder::AdvanceFrame()
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void RenderSnapshotBuilder::BuildLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const
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{
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std::lock_guard<std::mutex> lock(mRuntimeStore.mMutex);
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BuildLayerRenderStatesLocked(outputWidth, outputHeight, states);
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BuildLayerRenderStates(outputWidth, outputHeight, mRuntimeStore.BuildRenderSnapshotReadModel(), states);
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}
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bool RenderSnapshotBuilder::TryBuildLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const
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{
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std::unique_lock<std::mutex> lock(mRuntimeStore.mMutex, std::try_to_lock);
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if (!lock.owns_lock())
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return false;
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BuildLayerRenderStatesLocked(outputWidth, outputHeight, states);
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BuildLayerRenderStates(outputWidth, outputHeight, mRuntimeStore.BuildRenderSnapshotReadModel(), states);
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return true;
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}
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bool RenderSnapshotBuilder::TryRefreshLayerParameters(std::vector<RuntimeRenderState>& states) const
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{
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std::unique_lock<std::mutex> lock(mRuntimeStore.mMutex, std::try_to_lock);
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if (!lock.owns_lock())
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return false;
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RefreshLayerParametersLocked(states);
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RefreshLayerParameters(mRuntimeStore.CopyLayerStates(), states);
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return true;
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}
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void RenderSnapshotBuilder::RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const
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{
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std::lock_guard<std::mutex> lock(mRuntimeStore.mMutex);
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RefreshDynamicRenderStateFieldsLocked(states);
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RefreshDynamicRenderStateFields(mRuntimeStore.GetRenderTimingSnapshot(), states);
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}
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void RenderSnapshotBuilder::MarkRenderStateDirty()
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@@ -124,37 +109,37 @@ void RenderSnapshotBuilder::MarkParameterStateDirty()
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mParameterStateVersion.fetch_add(1, std::memory_order_relaxed);
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}
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void RenderSnapshotBuilder::BuildLayerRenderStatesLocked(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const
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void RenderSnapshotBuilder::BuildLayerRenderStates(unsigned outputWidth, unsigned outputHeight, const RenderSnapshotReadModel& readModel, std::vector<RuntimeRenderState>& states) const
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{
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states.clear();
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const HealthTelemetry::SignalStatusSnapshot signalStatus = mRuntimeStore.mHealthTelemetry.GetSignalStatusSnapshot();
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for (const RuntimeStore::LayerPersistentState& layer : mRuntimeStore.mLayerStack.Layers())
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for (const LayerStackStore::LayerPersistentState& layer : readModel.layers)
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{
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const ShaderPackage* shaderPackage = mRuntimeStore.mShaderCatalog.FindPackage(layer.shaderId);
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if (!shaderPackage)
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auto shaderIt = readModel.packagesById.find(layer.shaderId);
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if (shaderIt == readModel.packagesById.end())
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continue;
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const ShaderPackage& shaderPackage = shaderIt->second;
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RuntimeRenderState state;
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state.layerId = layer.id;
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state.shaderId = layer.shaderId;
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state.shaderName = shaderPackage->displayName;
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state.shaderName = shaderPackage.displayName;
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state.mixAmount = 1.0;
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state.bypass = layer.bypass ? 1.0 : 0.0;
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state.inputWidth = signalStatus.width;
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state.inputHeight = signalStatus.height;
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state.inputWidth = readModel.signalStatus.width;
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state.inputHeight = readModel.signalStatus.height;
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state.outputWidth = outputWidth;
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state.outputHeight = outputHeight;
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state.parameterDefinitions = shaderPackage->parameters;
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state.textureAssets = shaderPackage->textureAssets;
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state.fontAssets = shaderPackage->fontAssets;
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state.isTemporal = shaderPackage->temporal.enabled;
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state.temporalHistorySource = shaderPackage->temporal.historySource;
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state.requestedTemporalHistoryLength = shaderPackage->temporal.requestedHistoryLength;
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state.effectiveTemporalHistoryLength = shaderPackage->temporal.effectiveHistoryLength;
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state.feedback = shaderPackage->feedback;
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state.parameterDefinitions = shaderPackage.parameters;
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state.textureAssets = shaderPackage.textureAssets;
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state.fontAssets = shaderPackage.fontAssets;
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state.isTemporal = shaderPackage.temporal.enabled;
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state.temporalHistorySource = shaderPackage.temporal.historySource;
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state.requestedTemporalHistoryLength = shaderPackage.temporal.requestedHistoryLength;
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state.effectiveTemporalHistoryLength = shaderPackage.temporal.effectiveHistoryLength;
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state.feedback = shaderPackage.feedback;
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for (const ShaderParameterDefinition& definition : shaderPackage->parameters)
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for (const ShaderParameterDefinition& definition : shaderPackage.parameters)
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{
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ShaderParameterValue value = DefaultValueForDefinition(definition);
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auto valueIt = layer.parameterValues.find(definition.id);
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@@ -166,16 +151,16 @@ void RenderSnapshotBuilder::BuildLayerRenderStatesLocked(unsigned outputWidth, u
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states.push_back(state);
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}
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RefreshDynamicRenderStateFieldsLocked(states);
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RefreshDynamicRenderStateFields(readModel.timing, states);
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}
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void RenderSnapshotBuilder::RefreshLayerParametersLocked(std::vector<RuntimeRenderState>& states) const
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void RenderSnapshotBuilder::RefreshLayerParameters(const std::vector<LayerStackStore::LayerPersistentState>& layers, std::vector<RuntimeRenderState>& states) const
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{
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for (RuntimeRenderState& state : states)
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{
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const auto layerIt = std::find_if(mRuntimeStore.mLayerStack.Layers().begin(), mRuntimeStore.mLayerStack.Layers().end(),
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[&state](const RuntimeStore::LayerPersistentState& layer) { return layer.id == state.layerId; });
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if (layerIt == mRuntimeStore.mLayerStack.Layers().end())
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const auto layerIt = std::find_if(layers.begin(), layers.end(),
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[&state](const LayerStackStore::LayerPersistentState& layer) { return layer.id == state.layerId; });
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if (layerIt == layers.end())
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continue;
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state.bypass = layerIt->bypass ? 1.0 : 0.0;
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@@ -191,10 +176,10 @@ void RenderSnapshotBuilder::RefreshLayerParametersLocked(std::vector<RuntimeRend
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}
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}
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void RenderSnapshotBuilder::RefreshDynamicRenderStateFieldsLocked(std::vector<RuntimeRenderState>& states) const
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void RenderSnapshotBuilder::RefreshDynamicRenderStateFields(const RenderTimingSnapshot& timing, std::vector<RuntimeRenderState>& states) const
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{
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const RuntimeClockSnapshot clock = GetRuntimeClockSnapshot();
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const double timeSeconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mRuntimeStore.mStartTime).count();
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const double timeSeconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - timing.startTime).count();
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const double frameCount = static_cast<double>(mFrameCounter.load(std::memory_order_relaxed));
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for (RuntimeRenderState& state : states)
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@@ -202,7 +187,7 @@ void RenderSnapshotBuilder::RefreshDynamicRenderStateFieldsLocked(std::vector<Ru
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state.timeSeconds = timeSeconds;
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state.utcTimeSeconds = clock.utcTimeSeconds;
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state.utcOffsetSeconds = clock.utcOffsetSeconds;
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state.startupRandom = mRuntimeStore.mStartupRandom;
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state.startupRandom = timing.startupRandom;
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state.frameCount = frameCount;
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}
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}
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