phase 1 runtime complete
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@@ -564,15 +564,60 @@ bool RuntimeStore::CopyShaderPackageForStoredLayer(const std::string& layerId, S
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return true;
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}
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void RuntimeStore::GetShaderCompilerInputs(std::filesystem::path& repoRoot, std::filesystem::path& wrapperPath,
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std::filesystem::path& generatedGlslPath, std::filesystem::path& patchedGlslPath, unsigned& maxTemporalHistoryFrames) const
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ShaderCompilerInputs RuntimeStore::GetShaderCompilerInputs() const
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{
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std::lock_guard<std::mutex> lock(mMutex);
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repoRoot = mConfigStore.GetRepoRoot();
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wrapperPath = mConfigStore.GetWrapperPath();
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generatedGlslPath = mConfigStore.GetGeneratedGlslPath();
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patchedGlslPath = mConfigStore.GetPatchedGlslPath();
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maxTemporalHistoryFrames = mConfigStore.GetConfig().maxTemporalHistoryFrames;
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ShaderCompilerInputs inputs;
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inputs.repoRoot = mConfigStore.GetRepoRoot();
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inputs.wrapperPath = mConfigStore.GetWrapperPath();
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inputs.generatedGlslPath = mConfigStore.GetGeneratedGlslPath();
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inputs.patchedGlslPath = mConfigStore.GetPatchedGlslPath();
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inputs.maxTemporalHistoryFrames = mConfigStore.GetConfig().maxTemporalHistoryFrames;
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return inputs;
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}
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RenderSnapshotReadModel RuntimeStore::BuildRenderSnapshotReadModel() const
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{
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RenderSnapshotReadModel model;
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model.signalStatus = mHealthTelemetry.GetSignalStatusSnapshot();
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std::lock_guard<std::mutex> lock(mMutex);
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model.layers = mLayerStack.Layers();
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model.packagesById = mShaderCatalog.CaptureSnapshot().packagesById;
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model.timing.startTime = mStartTime;
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model.timing.startupRandom = mStartupRandom;
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return model;
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}
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std::vector<RuntimeStore::LayerPersistentState> RuntimeStore::CopyLayerStates() const
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{
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std::lock_guard<std::mutex> lock(mMutex);
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return mLayerStack.Layers();
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}
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RenderTimingSnapshot RuntimeStore::GetRenderTimingSnapshot() const
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{
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std::lock_guard<std::mutex> lock(mMutex);
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RenderTimingSnapshot snapshot;
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snapshot.startTime = mStartTime;
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snapshot.startupRandom = mStartupRandom;
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return snapshot;
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}
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RuntimeStatePresentationReadModel RuntimeStore::BuildRuntimeStatePresentationReadModel() const
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{
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RuntimeStatePresentationReadModel model;
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model.telemetry = mHealthTelemetry.GetSnapshot();
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std::lock_guard<std::mutex> lock(mMutex);
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model.config = mConfigStore.GetConfig();
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model.layerStack = mLayerStack;
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model.shaderCatalog = mShaderCatalog.CaptureSnapshot();
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model.packageStatuses = mShaderCatalog.PackageStatuses();
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model.stackPresetNames = GetStackPresetNamesLocked();
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model.serverPort = mServerPort;
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model.autoReloadEnabled = mAutoReloadEnabled;
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model.compileSucceeded = mCompileSucceeded;
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model.compileMessage = mCompileMessage;
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return model;
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}
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void RuntimeStore::MarkRenderStateDirtyLocked()
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