Render changes
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114
apps/RenderCadenceCompositor/render/RuntimeRenderScene.cpp
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114
apps/RenderCadenceCompositor/render/RuntimeRenderScene.cpp
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#include "RuntimeRenderScene.h"
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#include <algorithm>
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#include <functional>
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#include <utility>
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RuntimeRenderScene::~RuntimeRenderScene()
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{
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ShutdownGl();
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}
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bool RuntimeRenderScene::CommitRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers, std::string& error)
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{
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std::vector<std::string> nextOrder;
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nextOrder.reserve(layers.size());
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for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
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nextOrder.push_back(layer.id);
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for (auto layerIt = mLayers.begin(); layerIt != mLayers.end();)
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{
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const bool stillPresent = std::find(nextOrder.begin(), nextOrder.end(), layerIt->layerId) != nextOrder.end();
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if (stillPresent)
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{
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++layerIt;
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continue;
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}
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if (layerIt->renderer)
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layerIt->renderer->ShutdownGl();
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layerIt = mLayers.erase(layerIt);
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}
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for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
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{
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if (layer.artifact.fragmentShaderSource.empty())
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continue;
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const std::string fingerprint = Fingerprint(layer.artifact);
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LayerProgram* program = FindLayer(layer.id);
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if (!program)
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{
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LayerProgram next;
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next.layerId = layer.id;
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next.renderer = std::make_unique<RuntimeShaderRenderer>();
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mLayers.push_back(std::move(next));
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program = &mLayers.back();
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}
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if (program->shaderId == layer.shaderId && program->sourceFingerprint == fingerprint && program->renderer && program->renderer->HasProgram())
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continue;
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std::unique_ptr<RuntimeShaderRenderer> nextRenderer = std::make_unique<RuntimeShaderRenderer>();
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if (!nextRenderer->CommitShaderArtifact(layer.artifact, error))
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return false;
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if (program->renderer)
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program->renderer->ShutdownGl();
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program->shaderId = layer.shaderId;
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program->sourceFingerprint = fingerprint;
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program->renderer = std::move(nextRenderer);
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}
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mLayerOrder = std::move(nextOrder);
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error.clear();
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return true;
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}
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void RuntimeRenderScene::RenderFrame(uint64_t frameIndex, unsigned width, unsigned height)
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{
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for (const std::string& layerId : mLayerOrder)
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{
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LayerProgram* layer = FindLayer(layerId);
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if (!layer || !layer->renderer || !layer->renderer->HasProgram())
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continue;
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layer->renderer->RenderFrame(frameIndex, width, height);
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}
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}
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void RuntimeRenderScene::ShutdownGl()
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{
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for (LayerProgram& layer : mLayers)
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{
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if (layer.renderer)
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layer.renderer->ShutdownGl();
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}
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mLayers.clear();
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mLayerOrder.clear();
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}
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RuntimeRenderScene::LayerProgram* RuntimeRenderScene::FindLayer(const std::string& layerId)
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{
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for (LayerProgram& layer : mLayers)
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{
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if (layer.layerId == layerId)
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return &layer;
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}
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return nullptr;
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}
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const RuntimeRenderScene::LayerProgram* RuntimeRenderScene::FindLayer(const std::string& layerId) const
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{
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for (const LayerProgram& layer : mLayers)
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{
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if (layer.layerId == layerId)
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return &layer;
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}
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return nullptr;
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}
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std::string RuntimeRenderScene::Fingerprint(const RuntimeShaderArtifact& artifact)
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{
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const std::hash<std::string> hasher;
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return artifact.shaderId + ":" + std::to_string(artifact.fragmentShaderSource.size()) + ":" + std::to_string(hasher(artifact.fragmentShaderSource));
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}
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