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#include "RenderFrameStateResolver.h"
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#include <chrono>
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namespace
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{
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constexpr auto kOscOverlayCommitDelay = std::chrono::milliseconds(150);
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}
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RenderFrameStateResolver::RenderFrameStateResolver(RuntimeSnapshotProvider& runtimeSnapshotProvider) :
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mRuntimeSnapshotProvider(runtimeSnapshotProvider)
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{
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}
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void RenderFrameStateResolver::StoreCommittedSnapshot(
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const RuntimeRenderStateSnapshot& snapshot,
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const std::vector<RuntimeRenderState>& committedLayerStates)
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{
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mCachedLayerRenderStates = committedLayerStates;
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mCachedRenderStateVersion = snapshot.versions.renderStateVersion;
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mCachedParameterStateVersion = snapshot.versions.parameterStateVersion;
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mCachedRenderStateWidth = snapshot.outputWidth;
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mCachedRenderStateHeight = snapshot.outputHeight;
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}
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bool RenderFrameStateResolver::Resolve(
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const RenderFrameInput& input,
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const std::vector<RuntimeRenderState>& committedLayerStates,
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RuntimeLiveState& liveState,
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std::vector<RuntimeLiveOscCommitRequest>* commitRequests,
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RenderFrameState& frameState)
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{
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frameState.hasInputSource = input.hasInputSource;
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frameState.inputFrameWidth = input.inputFrameWidth;
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frameState.inputFrameHeight = input.inputFrameHeight;
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frameState.captureTextureWidth = input.captureTextureWidth;
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frameState.inputPixelFormat = input.inputPixelFormat;
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frameState.historyCap = input.historyCap;
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frameState.layerStates.clear();
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if (input.useCommittedLayerStates)
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{
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frameState.layerStates = ComposeLayerStates(committedLayerStates, liveState, false, input.oscSmoothing, commitRequests);
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mRuntimeSnapshotProvider.RefreshDynamicRenderStateFields(frameState.layerStates);
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return true;
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}
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const RuntimeSnapshotVersions versions = mRuntimeSnapshotProvider.GetVersions();
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const bool renderStateCacheValid =
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!mCachedLayerRenderStates.empty() &&
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mCachedRenderStateVersion == versions.renderStateVersion &&
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mCachedRenderStateWidth == input.renderWidth &&
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mCachedRenderStateHeight == input.renderHeight;
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if (renderStateCacheValid)
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{
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RuntimeRenderStateSnapshot renderSnapshot;
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renderSnapshot.outputWidth = input.renderWidth;
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renderSnapshot.outputHeight = input.renderHeight;
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renderSnapshot.versions.renderStateVersion = mCachedRenderStateVersion;
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renderSnapshot.versions.parameterStateVersion = mCachedParameterStateVersion;
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renderSnapshot.states = mCachedLayerRenderStates;
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renderSnapshot.states = ComposeLayerStates(renderSnapshot.states, liveState, true, input.oscSmoothing, commitRequests);
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if (mCachedParameterStateVersion != versions.parameterStateVersion &&
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mRuntimeSnapshotProvider.TryRefreshPublishedSnapshotParameters(renderSnapshot))
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{
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mCachedParameterStateVersion = renderSnapshot.versions.parameterStateVersion;
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renderSnapshot.states = ComposeLayerStates(renderSnapshot.states, liveState, true, input.oscSmoothing, commitRequests);
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}
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mCachedLayerRenderStates = renderSnapshot.states;
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frameState.layerStates = renderSnapshot.states;
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mRuntimeSnapshotProvider.RefreshDynamicRenderStateFields(frameState.layerStates);
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return true;
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}
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RuntimeRenderStateSnapshot renderSnapshot;
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if (mRuntimeSnapshotProvider.TryPublishRenderStateSnapshot(input.renderWidth, input.renderHeight, renderSnapshot))
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{
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mCachedLayerRenderStates = renderSnapshot.states;
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mCachedRenderStateVersion = renderSnapshot.versions.renderStateVersion;
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mCachedParameterStateVersion = renderSnapshot.versions.parameterStateVersion;
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mCachedRenderStateWidth = renderSnapshot.outputWidth;
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mCachedRenderStateHeight = renderSnapshot.outputHeight;
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mCachedLayerRenderStates = ComposeLayerStates(mCachedLayerRenderStates, liveState, true, input.oscSmoothing, commitRequests);
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frameState.layerStates = mCachedLayerRenderStates;
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return true;
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}
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frameState.layerStates = ComposeLayerStates(mCachedLayerRenderStates, liveState, true, input.oscSmoothing, commitRequests);
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mRuntimeSnapshotProvider.RefreshDynamicRenderStateFields(frameState.layerStates);
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return !frameState.layerStates.empty();
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}
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std::vector<RuntimeRenderState> RenderFrameStateResolver::ComposeLayerStates(
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const std::vector<RuntimeRenderState>& baseStates,
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RuntimeLiveState& liveState,
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bool allowCommit,
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double smoothing,
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std::vector<RuntimeLiveOscCommitRequest>* commitRequests) const
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{
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LayeredRenderStateInput input;
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input.committedLiveLayerStates = &baseStates;
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input.transientAutomationOverlay = &liveState;
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input.allowTransientAutomationCommits = allowCommit;
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input.collectTransientAutomationCommitRequests = commitRequests != nullptr;
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input.transientAutomationSmoothing = smoothing;
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input.transientAutomationCommitDelay = kOscOverlayCommitDelay;
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input.now = std::chrono::steady_clock::now();
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const RenderStateCompositionResult result = mRenderStateComposer.BuildFrameState(input);
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if (commitRequests)
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{
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for (const RuntimeLiveOscCommitRequest& request : result.commitRequests)
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commitRequests->push_back(request);
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}
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return result.layerStates;
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}
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