dispatch event intergration
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This commit is contained in:
Aiden
2026-05-11 15:42:14 +10:00
parent ccfc0237fd
commit a9b08f7f27
16 changed files with 785 additions and 59 deletions

View File

@@ -1,5 +1,7 @@
#include "ShaderBuildQueue.h"
#include "RuntimeEventDispatcher.h"
#include <chrono>
#include <utility>
@@ -8,8 +10,9 @@ namespace
constexpr auto kShaderBuildDebounce = std::chrono::milliseconds(400);
}
ShaderBuildQueue::ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider) :
ShaderBuildQueue::ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider, RuntimeEventDispatcher& runtimeEventDispatcher) :
mRuntimeSnapshotProvider(runtimeSnapshotProvider),
mRuntimeEventDispatcher(runtimeEventDispatcher),
mWorkerThread([this]() { WorkerLoop(); })
{
}
@@ -44,6 +47,18 @@ bool ShaderBuildQueue::TryConsumeReadyBuild(PreparedShaderBuild& build)
return true;
}
bool ShaderBuildQueue::TryConsumeReadyBuild(uint64_t expectedGeneration, PreparedShaderBuild& build)
{
std::lock_guard<std::mutex> lock(mMutex);
if (!mHasReadyBuild || mReadyBuild.generation != expectedGeneration)
return false;
build = std::move(mReadyBuild);
mReadyBuild = PreparedShaderBuild();
mHasReadyBuild = false;
return true;
}
void ShaderBuildQueue::Stop()
{
{
@@ -97,13 +112,20 @@ void ShaderBuildQueue::WorkerLoop()
PreparedShaderBuild build = Build(generation, outputWidth, outputHeight);
std::lock_guard<std::mutex> lock(mMutex);
if (mStopping)
return;
if (generation != mRequestedGeneration)
continue;
mReadyBuild = std::move(build);
mHasReadyBuild = true;
bool shouldPublish = false;
{
std::lock_guard<std::mutex> lock(mMutex);
if (mStopping)
return;
if (generation != mRequestedGeneration)
continue;
mReadyBuild = build;
mHasReadyBuild = true;
shouldPublish = true;
}
if (shouldPublish)
PublishBuildLifecycleEvent(build, outputWidth, outputHeight);
}
}
@@ -130,3 +152,15 @@ PreparedShaderBuild ShaderBuildQueue::Build(uint64_t generation, unsigned output
build.message = "Shader layers prepared successfully.";
return build;
}
void ShaderBuildQueue::PublishBuildLifecycleEvent(const PreparedShaderBuild& build, unsigned outputWidth, unsigned outputHeight) const
{
ShaderBuildEvent event;
event.phase = build.succeeded ? RuntimeEventShaderBuildPhase::Prepared : RuntimeEventShaderBuildPhase::Failed;
event.generation = build.generation;
event.inputWidth = outputWidth;
event.inputHeight = outputHeight;
event.succeeded = build.succeeded;
event.message = build.message;
mRuntimeEventDispatcher.PublishPayload(event, "ShaderBuildQueue");
}

View File

@@ -10,6 +10,8 @@
#include <thread>
#include <vector>
class RuntimeEventDispatcher;
struct PreparedLayerShader
{
RuntimeRenderState state;
@@ -28,7 +30,7 @@ struct PreparedShaderBuild
class ShaderBuildQueue
{
public:
explicit ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider);
ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider, RuntimeEventDispatcher& runtimeEventDispatcher);
~ShaderBuildQueue();
ShaderBuildQueue(const ShaderBuildQueue&) = delete;
@@ -36,13 +38,16 @@ public:
void RequestBuild(unsigned outputWidth, unsigned outputHeight);
bool TryConsumeReadyBuild(PreparedShaderBuild& build);
bool TryConsumeReadyBuild(uint64_t expectedGeneration, PreparedShaderBuild& build);
void Stop();
private:
void WorkerLoop();
PreparedShaderBuild Build(uint64_t generation, unsigned outputWidth, unsigned outputHeight);
void PublishBuildLifecycleEvent(const PreparedShaderBuild& build, unsigned outputWidth, unsigned outputHeight) const;
RuntimeSnapshotProvider& mRuntimeSnapshotProvider;
RuntimeEventDispatcher& mRuntimeEventDispatcher;
std::thread mWorkerThread;
std::mutex mMutex;
std::condition_variable mCondition;