dispatch event intergration
This commit is contained in:
@@ -50,7 +50,7 @@ OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
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[this]() { ProcessScreenshotRequest(); },
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[this]() { paintGL(false); });
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mVideoBackend = std::make_unique<VideoBackend>(*mRenderEngine, mRuntimeStore->GetHealthTelemetry());
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mShaderBuildQueue = std::make_unique<ShaderBuildQueue>(*mRuntimeSnapshotProvider);
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mShaderBuildQueue = std::make_unique<ShaderBuildQueue>(*mRuntimeSnapshotProvider, *mRuntimeEventDispatcher);
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mRuntimeServices = std::make_unique<RuntimeServices>(*mRuntimeEventDispatcher);
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mRuntimeUpdateController = std::make_unique<RuntimeUpdateController>(
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*mRuntimeStore,
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@@ -7,8 +7,26 @@
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#include "ShaderBuildQueue.h"
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#include "VideoBackend.h"
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#include <variant>
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#include <vector>
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namespace
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{
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RuntimeCoordinatorRenderResetScope ToRuntimeCoordinatorRenderResetScope(RuntimeEventRenderResetScope scope)
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{
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switch (scope)
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{
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case RuntimeEventRenderResetScope::TemporalHistoryOnly:
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return RuntimeCoordinatorRenderResetScope::TemporalHistoryOnly;
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case RuntimeEventRenderResetScope::TemporalHistoryAndFeedback:
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return RuntimeCoordinatorRenderResetScope::TemporalHistoryAndFeedback;
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case RuntimeEventRenderResetScope::None:
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default:
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return RuntimeCoordinatorRenderResetScope::None;
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}
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}
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}
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RuntimeUpdateController::RuntimeUpdateController(
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RuntimeStore& runtimeStore,
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RuntimeCoordinator& runtimeCoordinator,
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@@ -28,6 +46,21 @@ RuntimeUpdateController::RuntimeUpdateController(
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mRuntimeEventDispatcher.Subscribe(
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RuntimeEventType::RuntimeStateBroadcastRequested,
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[this](const RuntimeEvent& event) { HandleRuntimeStateBroadcastRequested(event); });
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mRuntimeEventDispatcher.Subscribe(
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RuntimeEventType::ShaderBuildRequested,
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[this](const RuntimeEvent& event) { HandleShaderBuildRequested(event); });
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mRuntimeEventDispatcher.Subscribe(
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RuntimeEventType::ShaderBuildPrepared,
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[this](const RuntimeEvent& event) { HandleShaderBuildPrepared(event); });
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mRuntimeEventDispatcher.Subscribe(
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RuntimeEventType::ShaderBuildFailed,
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[this](const RuntimeEvent& event) { HandleShaderBuildFailed(event); });
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mRuntimeEventDispatcher.Subscribe(
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RuntimeEventType::CompileStatusChanged,
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[this](const RuntimeEvent& event) { HandleCompileStatusChanged(event); });
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mRuntimeEventDispatcher.Subscribe(
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RuntimeEventType::RenderResetRequested,
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[this](const RuntimeEvent& event) { HandleRenderResetRequested(event); });
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}
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bool RuntimeUpdateController::ApplyRuntimeCoordinatorResult(const RuntimeCoordinatorResult& result, std::string* error)
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@@ -40,7 +73,10 @@ bool RuntimeUpdateController::ApplyRuntimeCoordinatorResult(const RuntimeCoordin
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}
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if (result.compileStatusChanged)
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{
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mRuntimeStore.SetCompileStatus(result.compileStatusSucceeded, result.compileStatusMessage);
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++mPendingCoordinatorCompileStatusEvents;
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}
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if (result.clearReloadRequest)
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mRuntimeStore.ClearReloadRequest();
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@@ -54,9 +90,14 @@ bool RuntimeUpdateController::ApplyRuntimeCoordinatorResult(const RuntimeCoordin
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}
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mRenderEngine.ApplyRuntimeCoordinatorRenderReset(result.renderResetScope);
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if (result.renderResetScope != RuntimeCoordinatorRenderResetScope::None)
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++mPendingCoordinatorRenderResetEvents;
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if (result.shaderBuildRequested)
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{
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RequestShaderBuild();
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++mPendingCoordinatorShaderBuildEvents;
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}
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if (result.runtimeStateBroadcastRequired)
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BroadcastRuntimeState();
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@@ -66,8 +107,6 @@ bool RuntimeUpdateController::ApplyRuntimeCoordinatorResult(const RuntimeCoordin
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bool RuntimeUpdateController::ProcessRuntimeWork()
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{
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mRuntimeEventDispatcher.DispatchPending();
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bool shaderBuildRequested = false;
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std::vector<RuntimeCoordinatorServiceResult> serviceResults;
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mRuntimeServices.ConsumeRuntimeCoordinatorResults(serviceResults);
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@@ -82,22 +121,9 @@ bool RuntimeUpdateController::ProcessRuntimeWork()
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if (shaderBuildRequested)
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return true;
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const RenderEngine::PreparedShaderBuildApplyResult buildResult = mRenderEngine.TryApplyReadyShaderBuild(
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mShaderBuildQueue,
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mVideoBackend.InputFrameWidth(),
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mVideoBackend.InputFrameHeight(),
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mRuntimeCoordinator.PreserveFeedbackOnNextShaderBuild());
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if (!buildResult.hadReadyBuild)
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return true;
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DispatchRuntimeEvents();
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if (!buildResult.applied)
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{
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ApplyRuntimeCoordinatorResult(mRuntimeCoordinator.HandlePreparedShaderBuildFailure(buildResult.errorMessage));
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return false;
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}
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ApplyRuntimeCoordinatorResult(mRuntimeCoordinator.HandlePreparedShaderBuildSuccess());
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return true;
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return ConsumeReadyShaderBuild(0, true, true);
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}
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void RuntimeUpdateController::RequestShaderBuild()
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@@ -115,11 +141,188 @@ void RuntimeUpdateController::BroadcastRuntimeState()
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return;
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}
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mRuntimeEventDispatcher.DispatchPending();
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DispatchRuntimeEvents();
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}
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void RuntimeUpdateController::HandleRuntimeStateBroadcastRequested(const RuntimeEvent& event)
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{
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(void)event;
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if (event.source == "ControlServices")
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return;
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mRuntimeServices.BroadcastState();
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}
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void RuntimeUpdateController::HandleShaderBuildRequested(const RuntimeEvent& event)
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{
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const ShaderBuildEvent* payload = std::get_if<ShaderBuildEvent>(&event.payload);
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if (!payload || payload->phase != RuntimeEventShaderBuildPhase::Requested)
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return;
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if (ShouldSuppressCoordinatorFollowUp(event, mPendingCoordinatorShaderBuildEvents))
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return;
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RequestShaderBuild();
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}
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void RuntimeUpdateController::HandleShaderBuildPrepared(const RuntimeEvent& event)
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{
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const ShaderBuildEvent* payload = std::get_if<ShaderBuildEvent>(&event.payload);
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if (!payload || payload->phase != RuntimeEventShaderBuildPhase::Prepared)
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return;
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ConsumeReadyShaderBuild(payload->generation, false, true);
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}
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void RuntimeUpdateController::HandleShaderBuildFailed(const RuntimeEvent& event)
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{
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const ShaderBuildEvent* payload = std::get_if<ShaderBuildEvent>(&event.payload);
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if (!payload || payload->phase != RuntimeEventShaderBuildPhase::Failed)
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return;
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ConsumeReadyShaderBuild(payload->generation, false, false);
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}
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void RuntimeUpdateController::HandleCompileStatusChanged(const RuntimeEvent& event)
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{
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const CompileStatusChangedEvent* payload = std::get_if<CompileStatusChangedEvent>(&event.payload);
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if (!payload)
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return;
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if (ShouldSuppressCoordinatorFollowUp(event, mPendingCoordinatorCompileStatusEvents))
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return;
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mRuntimeStore.SetCompileStatus(payload->succeeded, payload->message);
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}
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void RuntimeUpdateController::HandleRenderResetRequested(const RuntimeEvent& event)
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{
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const RenderResetEvent* payload = std::get_if<RenderResetEvent>(&event.payload);
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if (!payload || payload->applied)
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return;
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if (ShouldSuppressCoordinatorFollowUp(event, mPendingCoordinatorRenderResetEvents))
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return;
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mRenderEngine.ApplyRuntimeCoordinatorRenderReset(ToRuntimeCoordinatorRenderResetScope(payload->scope));
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}
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bool RuntimeUpdateController::ConsumeReadyShaderBuild(uint64_t expectedGeneration, bool publishPreparedEvent, bool publishFailureEvent)
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{
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PreparedShaderBuild readyBuild;
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const bool consumed = expectedGeneration == 0
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? mShaderBuildQueue.TryConsumeReadyBuild(readyBuild)
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: mShaderBuildQueue.TryConsumeReadyBuild(expectedGeneration, readyBuild);
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if (!consumed)
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return true;
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const unsigned inputWidth = mVideoBackend.InputFrameWidth();
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const unsigned inputHeight = mVideoBackend.InputFrameHeight();
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if (!readyBuild.succeeded)
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{
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if (publishFailureEvent)
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{
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PublishShaderBuildLifecycleEvent(
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RuntimeEventShaderBuildPhase::Failed,
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readyBuild.generation,
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inputWidth,
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inputHeight,
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false,
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readyBuild.message);
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DispatchRuntimeEvents();
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}
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ApplyRuntimeCoordinatorResult(mRuntimeCoordinator.HandlePreparedShaderBuildFailure(readyBuild.message));
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return false;
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}
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if (publishPreparedEvent)
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{
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PublishShaderBuildLifecycleEvent(
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RuntimeEventShaderBuildPhase::Prepared,
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readyBuild.generation,
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inputWidth,
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inputHeight,
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true,
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readyBuild.message);
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DispatchRuntimeEvents();
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}
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char compilerErrorMessage[1024] = {};
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if (!mRenderEngine.ApplyPreparedShaderBuild(
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readyBuild,
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inputWidth,
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inputHeight,
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mRuntimeCoordinator.PreserveFeedbackOnNextShaderBuild(),
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sizeof(compilerErrorMessage),
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compilerErrorMessage))
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{
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const std::string errorMessage = compilerErrorMessage;
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if (publishFailureEvent)
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{
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PublishShaderBuildLifecycleEvent(
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RuntimeEventShaderBuildPhase::Failed,
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readyBuild.generation,
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inputWidth,
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inputHeight,
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false,
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errorMessage);
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DispatchRuntimeEvents();
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}
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ApplyRuntimeCoordinatorResult(mRuntimeCoordinator.HandlePreparedShaderBuildFailure(errorMessage));
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return false;
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}
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PublishShaderBuildLifecycleEvent(
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RuntimeEventShaderBuildPhase::Applied,
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readyBuild.generation,
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inputWidth,
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inputHeight,
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true,
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"Shader layers applied successfully.");
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ApplyRuntimeCoordinatorResult(mRuntimeCoordinator.HandlePreparedShaderBuildSuccess());
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return true;
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}
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void RuntimeUpdateController::PublishShaderBuildLifecycleEvent(
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RuntimeEventShaderBuildPhase phase,
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uint64_t generation,
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unsigned inputWidth,
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unsigned inputHeight,
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bool succeeded,
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const std::string& message)
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{
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ShaderBuildEvent event;
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event.phase = phase;
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event.generation = generation;
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event.inputWidth = inputWidth;
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event.inputHeight = inputHeight;
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event.preserveFeedbackState = mRuntimeCoordinator.PreserveFeedbackOnNextShaderBuild();
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event.succeeded = succeeded;
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event.message = message;
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mRuntimeEventDispatcher.PublishPayload(event, "RuntimeUpdateController");
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}
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bool RuntimeUpdateController::ShouldSuppressCoordinatorFollowUp(const RuntimeEvent& event, std::size_t& pendingSuppressions)
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{
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if (event.source != "RuntimeCoordinator")
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return false;
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if (pendingSuppressions > 0)
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--pendingSuppressions;
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return true;
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}
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RuntimeEventDispatchResult RuntimeUpdateController::DispatchRuntimeEvents(std::size_t maxEvents)
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{
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RuntimeEventDispatchResult result = mRuntimeEventDispatcher.DispatchPending(maxEvents);
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const RuntimeEventQueueMetrics queueMetrics = mRuntimeEventDispatcher.GetQueueMetrics();
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HealthTelemetry& telemetry = mRuntimeStore.GetHealthTelemetry();
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telemetry.TryRecordRuntimeEventDispatchStats(
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result.dispatchedEvents,
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result.handlerInvocations,
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result.handlerFailures,
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result.dispatchDurationMilliseconds);
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telemetry.TryRecordRuntimeEventQueueMetrics(
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"runtime-events",
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queueMetrics.depth,
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queueMetrics.capacity,
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static_cast<uint64_t>(queueMetrics.droppedCount),
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queueMetrics.oldestEventAgeMilliseconds);
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return result;
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}
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@@ -1,11 +1,15 @@
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#pragma once
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#include "RuntimeCoordinator.h"
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#include "RuntimeEventPayloads.h"
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#include <cstddef>
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#include <cstdint>
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#include <string>
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class RenderEngine;
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struct RuntimeEvent;
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struct RuntimeEventDispatchResult;
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class RuntimeEventDispatcher;
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class RuntimeServices;
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class RuntimeStore;
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@@ -31,6 +35,21 @@ public:
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private:
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void HandleRuntimeStateBroadcastRequested(const RuntimeEvent& event);
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void HandleShaderBuildRequested(const RuntimeEvent& event);
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void HandleShaderBuildPrepared(const RuntimeEvent& event);
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void HandleShaderBuildFailed(const RuntimeEvent& event);
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void HandleCompileStatusChanged(const RuntimeEvent& event);
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void HandleRenderResetRequested(const RuntimeEvent& event);
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bool ConsumeReadyShaderBuild(uint64_t expectedGeneration, bool publishPreparedEvent, bool publishFailureEvent);
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void PublishShaderBuildLifecycleEvent(
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RuntimeEventShaderBuildPhase phase,
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uint64_t generation,
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unsigned inputWidth,
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unsigned inputHeight,
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bool succeeded,
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const std::string& message);
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bool ShouldSuppressCoordinatorFollowUp(const RuntimeEvent& event, std::size_t& pendingSuppressions);
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RuntimeEventDispatchResult DispatchRuntimeEvents(std::size_t maxEvents = 0);
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RuntimeStore& mRuntimeStore;
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RuntimeCoordinator& mRuntimeCoordinator;
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@@ -39,4 +58,7 @@ private:
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RenderEngine& mRenderEngine;
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ShaderBuildQueue& mShaderBuildQueue;
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VideoBackend& mVideoBackend;
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std::size_t mPendingCoordinatorShaderBuildEvents = 0;
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std::size_t mPendingCoordinatorCompileStatusEvents = 0;
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std::size_t mPendingCoordinatorRenderResetEvents = 0;
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};
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@@ -1,5 +1,7 @@
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#include "ShaderBuildQueue.h"
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#include "RuntimeEventDispatcher.h"
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#include <chrono>
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#include <utility>
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@@ -8,8 +10,9 @@ namespace
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constexpr auto kShaderBuildDebounce = std::chrono::milliseconds(400);
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}
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ShaderBuildQueue::ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider) :
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ShaderBuildQueue::ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider, RuntimeEventDispatcher& runtimeEventDispatcher) :
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mRuntimeSnapshotProvider(runtimeSnapshotProvider),
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mRuntimeEventDispatcher(runtimeEventDispatcher),
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mWorkerThread([this]() { WorkerLoop(); })
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{
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}
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@@ -44,6 +47,18 @@ bool ShaderBuildQueue::TryConsumeReadyBuild(PreparedShaderBuild& build)
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return true;
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}
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bool ShaderBuildQueue::TryConsumeReadyBuild(uint64_t expectedGeneration, PreparedShaderBuild& build)
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{
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std::lock_guard<std::mutex> lock(mMutex);
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if (!mHasReadyBuild || mReadyBuild.generation != expectedGeneration)
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return false;
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build = std::move(mReadyBuild);
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mReadyBuild = PreparedShaderBuild();
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mHasReadyBuild = false;
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return true;
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}
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void ShaderBuildQueue::Stop()
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{
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{
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@@ -97,13 +112,20 @@ void ShaderBuildQueue::WorkerLoop()
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PreparedShaderBuild build = Build(generation, outputWidth, outputHeight);
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std::lock_guard<std::mutex> lock(mMutex);
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if (mStopping)
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return;
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if (generation != mRequestedGeneration)
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continue;
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mReadyBuild = std::move(build);
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mHasReadyBuild = true;
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bool shouldPublish = false;
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{
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std::lock_guard<std::mutex> lock(mMutex);
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if (mStopping)
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return;
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if (generation != mRequestedGeneration)
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continue;
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mReadyBuild = build;
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mHasReadyBuild = true;
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shouldPublish = true;
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}
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if (shouldPublish)
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PublishBuildLifecycleEvent(build, outputWidth, outputHeight);
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}
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}
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@@ -130,3 +152,15 @@ PreparedShaderBuild ShaderBuildQueue::Build(uint64_t generation, unsigned output
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build.message = "Shader layers prepared successfully.";
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return build;
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}
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void ShaderBuildQueue::PublishBuildLifecycleEvent(const PreparedShaderBuild& build, unsigned outputWidth, unsigned outputHeight) const
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{
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ShaderBuildEvent event;
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event.phase = build.succeeded ? RuntimeEventShaderBuildPhase::Prepared : RuntimeEventShaderBuildPhase::Failed;
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event.generation = build.generation;
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event.inputWidth = outputWidth;
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event.inputHeight = outputHeight;
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event.succeeded = build.succeeded;
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event.message = build.message;
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mRuntimeEventDispatcher.PublishPayload(event, "ShaderBuildQueue");
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}
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@@ -10,6 +10,8 @@
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#include <thread>
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#include <vector>
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class RuntimeEventDispatcher;
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struct PreparedLayerShader
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{
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RuntimeRenderState state;
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@@ -28,7 +30,7 @@ struct PreparedShaderBuild
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class ShaderBuildQueue
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{
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public:
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explicit ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider);
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ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider, RuntimeEventDispatcher& runtimeEventDispatcher);
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~ShaderBuildQueue();
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ShaderBuildQueue(const ShaderBuildQueue&) = delete;
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@@ -36,13 +38,16 @@ public:
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void RequestBuild(unsigned outputWidth, unsigned outputHeight);
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bool TryConsumeReadyBuild(PreparedShaderBuild& build);
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bool TryConsumeReadyBuild(uint64_t expectedGeneration, PreparedShaderBuild& build);
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void Stop();
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private:
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void WorkerLoop();
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PreparedShaderBuild Build(uint64_t generation, unsigned outputWidth, unsigned outputHeight);
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void PublishBuildLifecycleEvent(const PreparedShaderBuild& build, unsigned outputWidth, unsigned outputHeight) const;
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RuntimeSnapshotProvider& mRuntimeSnapshotProvider;
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RuntimeEventDispatcher& mRuntimeEventDispatcher;
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std::thread mWorkerThread;
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std::mutex mMutex;
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std::condition_variable mCondition;
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Block a user