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@@ -50,6 +50,8 @@ void RuntimeLayerController::Stop()
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ControlActionResult RuntimeLayerController::HandleAddLayer(const std::string& body)
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{
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CleanupRetiredShaderBuilds();
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std::string shaderId;
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std::string error;
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if (!ExtractStringField(body, "shaderId", shaderId, error))
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@@ -69,6 +71,8 @@ ControlActionResult RuntimeLayerController::HandleAddLayer(const std::string& bo
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ControlActionResult RuntimeLayerController::HandleRemoveLayer(const std::string& body)
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{
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CleanupRetiredShaderBuilds();
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std::string layerId;
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std::string error;
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if (!ExtractStringField(body, "layerId", layerId, error))
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@@ -81,7 +85,7 @@ ControlActionResult RuntimeLayerController::HandleRemoveLayer(const std::string&
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}
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Log("runtime-shader", "Layer removed: " + layerId);
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StopLayerShaderBuild(layerId);
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RetireLayerShaderBuild(layerId);
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PublishRuntimeRenderLayers();
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return { true, std::string() };
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}
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@@ -125,6 +129,9 @@ void RuntimeLayerController::InitializeLayerModel(std::string& runtimeShaderId)
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void RuntimeLayerController::StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId)
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{
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CleanupRetiredShaderBuilds();
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RetireLayerShaderBuild(layerId);
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{
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std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
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std::string error;
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@@ -135,9 +142,6 @@ void RuntimeLayerController::StartLayerShaderBuild(const std::string& layerId, c
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RuntimeShaderBridge* bridgePtr = bridge.get();
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{
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std::lock_guard<std::mutex> lock(mShaderBuildMutex);
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auto existingIt = mShaderBuilds.find(layerId);
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if (existingIt != mShaderBuilds.end())
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existingIt->second->Stop();
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mShaderBuilds[layerId] = std::move(bridge);
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}
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@@ -154,7 +158,7 @@ void RuntimeLayerController::StartLayerShaderBuild(const std::string& layerId, c
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});
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}
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void RuntimeLayerController::StopLayerShaderBuild(const std::string& layerId)
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void RuntimeLayerController::RetireLayerShaderBuild(const std::string& layerId)
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{
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std::unique_ptr<RuntimeShaderBridge> bridge;
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{
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@@ -164,19 +168,45 @@ void RuntimeLayerController::StopLayerShaderBuild(const std::string& layerId)
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return;
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bridge = std::move(bridgeIt->second);
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mShaderBuilds.erase(bridgeIt);
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bridge->RequestStop();
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mRetiredShaderBuilds.push_back(std::move(bridge));
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}
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bridge->Stop();
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}
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void RuntimeLayerController::CleanupRetiredShaderBuilds()
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{
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std::vector<std::unique_ptr<RuntimeShaderBridge>> readyToStop;
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{
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std::lock_guard<std::mutex> lock(mShaderBuildMutex);
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for (auto it = mRetiredShaderBuilds.begin(); it != mRetiredShaderBuilds.end();)
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{
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if ((*it)->CanStopWithoutWaiting())
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{
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readyToStop.push_back(std::move(*it));
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it = mRetiredShaderBuilds.erase(it);
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continue;
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}
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++it;
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}
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}
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for (std::unique_ptr<RuntimeShaderBridge>& bridge : readyToStop)
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bridge->Stop();
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}
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void RuntimeLayerController::StopAllRuntimeShaderBuilds()
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{
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std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> builds;
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std::vector<std::unique_ptr<RuntimeShaderBridge>> retiredBuilds;
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{
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std::lock_guard<std::mutex> lock(mShaderBuildMutex);
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builds.swap(mShaderBuilds);
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retiredBuilds.swap(mRetiredShaderBuilds);
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}
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for (auto& entry : builds)
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entry.second->Stop();
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for (auto& bridge : retiredBuilds)
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bridge->Stop();
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}
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void RuntimeLayerController::PublishRuntimeRenderLayers()
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@@ -40,7 +40,8 @@ private:
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void LoadSupportedShaderCatalog(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames);
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void InitializeLayerModel(std::string& runtimeShaderId);
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void StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId);
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void StopLayerShaderBuild(const std::string& layerId);
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void RetireLayerShaderBuild(const std::string& layerId);
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void CleanupRetiredShaderBuilds();
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void StopAllRuntimeShaderBuilds();
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void PublishRuntimeRenderLayers();
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bool MarkRuntimeBuildReady(const RuntimeShaderArtifact& artifact);
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@@ -55,5 +56,6 @@ private:
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RuntimeLayerModel mRuntimeLayerModel;
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std::mutex mShaderBuildMutex;
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std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> mShaderBuilds;
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std::vector<std::unique_ptr<RuntimeShaderBridge>> mRetiredShaderBuilds;
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};
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}
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@@ -22,19 +22,31 @@ void RuntimeShaderBridge::Start(const std::string& layerId, const std::string& s
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mOnArtifactReady = std::move(onArtifactReady);
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mOnError = std::move(onError);
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mStopping.store(false, std::memory_order_release);
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mFinished.store(false, std::memory_order_release);
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mCompiler.StartShaderBuild(shaderId);
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mThread = std::thread([this]() { ThreadMain(); });
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}
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void RuntimeShaderBridge::Stop()
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void RuntimeShaderBridge::RequestStop()
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{
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mStopping.store(true, std::memory_order_release);
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}
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void RuntimeShaderBridge::Stop()
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{
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RequestStop();
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if (mThread.joinable())
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mThread.join();
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mCompiler.Stop();
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mLayerId.clear();
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mOnArtifactReady = ArtifactCallback();
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mOnError = ErrorCallback();
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mFinished.store(true, std::memory_order_release);
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}
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bool RuntimeShaderBridge::CanStopWithoutWaiting() const
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{
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return mFinished.load(std::memory_order_acquire) && !mCompiler.Running();
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}
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void RuntimeShaderBridge::ThreadMain()
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@@ -54,8 +66,10 @@ void RuntimeShaderBridge::ThreadMain()
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{
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mOnError(build.message);
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}
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mFinished.store(true, std::memory_order_release);
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return;
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(5));
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}
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mFinished.store(true, std::memory_order_release);
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}
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@@ -21,7 +21,9 @@ public:
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void Start(const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError);
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void Start(const std::string& layerId, const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError);
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void RequestStop();
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void Stop();
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bool CanStopWithoutWaiting() const;
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private:
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void ThreadMain();
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@@ -29,6 +31,7 @@ private:
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RuntimeSlangShaderCompiler mCompiler;
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std::thread mThread;
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std::atomic<bool> mStopping{ false };
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std::atomic<bool> mFinished{ true };
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std::string mLayerId;
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ArtifactCallback mOnArtifactReady;
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ErrorCallback mOnError;
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