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2026-05-18 14:19:29 +10:00
parent 3ffb562ff7
commit f461a05c65
222 changed files with 0 additions and 45423 deletions

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#include "RuntimeLayerModel.h"
#include "RuntimeParameterUtils.h"
#include <algorithm>
#include <chrono>
#include <utility>
namespace RenderCadenceCompositor
{
bool RuntimeLayerModel::InitializeSingleLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& error)
{
Clear();
if (shaderId.empty())
{
error.clear();
return true;
}
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderId);
if (!shaderPackage)
{
error = "Shader '" + shaderId + "' is not in the supported shader catalog.";
return false;
}
Layer layer;
layer.id = AllocateLayerId();
layer.shaderId = shaderPackage->id;
layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
layer.buildState = RuntimeLayerBuildState::Pending;
layer.message = "Runtime Slang build is waiting to start.";
InitializeDefaultParameterValues(layer, *shaderPackage);
mLayers.push_back(std::move(layer));
error.clear();
return true;
}
bool RuntimeLayerModel::AddLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& layerId, std::string& error)
{
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderId);
if (!shaderPackage)
{
error = "Shader '" + shaderId + "' is not in the supported shader catalog.";
return false;
}
Layer layer;
layer.id = AllocateLayerId();
layer.shaderId = shaderPackage->id;
layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
layer.buildState = RuntimeLayerBuildState::Pending;
layer.message = "Runtime Slang build is waiting to start.";
InitializeDefaultParameterValues(layer, *shaderPackage);
layerId = layer.id;
mLayers.push_back(std::move(layer));
error.clear();
return true;
}
bool RuntimeLayerModel::RemoveLayer(const std::string& layerId, std::string& error)
{
for (auto layerIt = mLayers.begin(); layerIt != mLayers.end(); ++layerIt)
{
if (layerIt->id != layerId)
continue;
mLayers.erase(layerIt);
error.clear();
return true;
}
error = "Unknown runtime layer id: " + layerId;
return false;
}
bool RuntimeLayerModel::ReorderLayer(const std::string& layerId, int targetIndex, std::string& error)
{
auto layerIt = std::find_if(mLayers.begin(), mLayers.end(), [&layerId](const Layer& layer) {
return layer.id == layerId;
});
if (layerIt == mLayers.end())
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
if (targetIndex < 0)
targetIndex = 0;
if (targetIndex >= static_cast<int>(mLayers.size()))
targetIndex = static_cast<int>(mLayers.size()) - 1;
Layer layer = std::move(*layerIt);
mLayers.erase(layerIt);
std::size_t destinationIndex = static_cast<std::size_t>(targetIndex);
if (destinationIndex > mLayers.size())
destinationIndex = mLayers.size();
mLayers.insert(mLayers.begin() + static_cast<std::ptrdiff_t>(destinationIndex), std::move(layer));
error.clear();
return true;
}
bool RuntimeLayerModel::SetLayerBypass(const std::string& layerId, bool bypass, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
layer->bypass = bypass;
error.clear();
return true;
}
bool RuntimeLayerModel::SetLayerShader(const SupportedShaderCatalog& shaderCatalog, const std::string& layerId, const std::string& shaderId, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderId);
if (!shaderPackage)
{
error = "Shader '" + shaderId + "' is not in the supported shader catalog.";
return false;
}
layer->shaderId = shaderPackage->id;
layer->shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
layer->buildState = RuntimeLayerBuildState::Pending;
layer->message = "Runtime Slang build is waiting to start.";
layer->renderReady = false;
layer->artifact = RuntimeShaderArtifact();
InitializeDefaultParameterValues(*layer, *shaderPackage);
error.clear();
return true;
}
bool RuntimeLayerModel::UpdateParameter(const std::string& layerId, const std::string& parameterId, const JsonValue& value, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
const ShaderParameterDefinition* definition = FindParameterDefinition(*layer, parameterId);
if (!definition)
{
error = "Unknown parameter id '" + parameterId + "' for layer " + layerId + ".";
return false;
}
ShaderParameterValue normalizedValue;
if (definition->type == ShaderParameterType::Trigger)
{
const auto currentIt = layer->parameterValues.find(parameterId);
const double previousCount = currentIt == layer->parameterValues.end() || currentIt->second.numberValues.empty()
? 0.0
: currentIt->second.numberValues.front();
normalizedValue.numberValues = { previousCount + 1.0, RuntimeElapsedSeconds() };
}
else if (!NormalizeAndValidateParameterValue(*definition, value, normalizedValue, error))
{
return false;
}
layer->parameterValues[parameterId] = normalizedValue;
if (layer->renderReady)
layer->artifact.parameterValues = layer->parameterValues;
error.clear();
return true;
}
bool RuntimeLayerModel::ResetParameters(const std::string& layerId, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
layer->parameterValues.clear();
for (const ShaderParameterDefinition& definition : layer->parameterDefinitions)
layer->parameterValues[definition.id] = DefaultValueForDefinition(definition);
if (layer->renderReady)
layer->artifact.parameterValues = layer->parameterValues;
error.clear();
return true;
}
void RuntimeLayerModel::Clear()
{
mLayers.clear();
}
bool RuntimeLayerModel::MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
layer->buildState = RuntimeLayerBuildState::Pending;
layer->message = message;
layer->renderReady = false;
layer->artifact = RuntimeShaderArtifact();
error.clear();
return true;
}
bool RuntimeLayerModel::MarkBuildReady(const RuntimeShaderArtifact& artifact, std::string& error)
{
Layer* layer = artifact.layerId.empty() ? FindFirstLayerForShader(artifact.shaderId) : FindLayer(artifact.layerId);
if (!layer)
{
error = artifact.layerId.empty()
? "No runtime layer is waiting for shader artifact: " + artifact.shaderId
: "No runtime layer is waiting for shader artifact on layer: " + artifact.layerId;
return false;
}
layer->shaderName = artifact.displayName.empty() ? artifact.shaderId : artifact.displayName;
layer->buildState = RuntimeLayerBuildState::Ready;
layer->message = artifact.message;
layer->renderReady = true;
layer->artifact = artifact;
layer->artifact.parameterValues = layer->parameterValues;
error.clear();
return true;
}
bool RuntimeLayerModel::MarkBuildFailedForShader(const std::string& shaderId, const std::string& message)
{
Layer* layer = FindFirstLayerForShader(shaderId);
if (!layer)
return false;
std::string error;
return MarkBuildFailed(layer->id, message, error);
}
bool RuntimeLayerModel::MarkBuildFailed(const std::string& layerId, const std::string& message, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
layer->buildState = RuntimeLayerBuildState::Failed;
layer->message = message;
layer->renderReady = false;
layer->artifact = RuntimeShaderArtifact();
error.clear();
return true;
}
bool RuntimeLayerModel::MarkRenderCommitFailed(const std::string& layerId, const std::string& message, std::string& error)
{
return MarkBuildFailed(layerId, message, error);
}
RuntimeLayerModelSnapshot RuntimeLayerModel::Snapshot() const
{
RuntimeLayerModelSnapshot snapshot;
snapshot.compileSucceeded = true;
for (const Layer& layer : mLayers)
{
snapshot.displayLayers.push_back(ToReadModel(layer));
if (!layer.message.empty() && snapshot.compileMessage.empty())
snapshot.compileMessage = layer.message;
if (layer.buildState == RuntimeLayerBuildState::Failed)
snapshot.compileSucceeded = false;
if (layer.renderReady)
{
RuntimeRenderLayerModel renderLayer;
renderLayer.id = layer.id;
renderLayer.shaderId = layer.shaderId;
renderLayer.bypass = layer.bypass;
renderLayer.artifact = layer.artifact;
renderLayer.artifact.parameterValues = layer.parameterValues;
snapshot.renderLayers.push_back(std::move(renderLayer));
}
}
if (snapshot.compileMessage.empty())
snapshot.compileMessage = mLayers.empty() ? "Runtime shader build disabled." : "Runtime shader build has not completed yet.";
return snapshot;
}
std::string RuntimeLayerModel::FirstLayerId() const
{
return mLayers.empty() ? std::string() : mLayers.front().id;
}
RuntimeLayerModel::Layer* RuntimeLayerModel::FindLayer(const std::string& layerId)
{
for (Layer& layer : mLayers)
{
if (layer.id == layerId)
return &layer;
}
return nullptr;
}
const RuntimeLayerModel::Layer* RuntimeLayerModel::FindLayer(const std::string& layerId) const
{
for (const Layer& layer : mLayers)
{
if (layer.id == layerId)
return &layer;
}
return nullptr;
}
RuntimeLayerModel::Layer* RuntimeLayerModel::FindFirstLayerForShader(const std::string& shaderId)
{
for (Layer& layer : mLayers)
{
if (layer.shaderId == shaderId)
return &layer;
}
return nullptr;
}
void RuntimeLayerModel::InitializeDefaultParameterValues(Layer& layer, const ShaderPackage& shaderPackage)
{
layer.parameterDefinitions = shaderPackage.parameters;
layer.parameterValues.clear();
for (const ShaderParameterDefinition& definition : layer.parameterDefinitions)
layer.parameterValues[definition.id] = DefaultValueForDefinition(definition);
}
const ShaderParameterDefinition* RuntimeLayerModel::FindParameterDefinition(const Layer& layer, const std::string& parameterId)
{
for (const ShaderParameterDefinition& definition : layer.parameterDefinitions)
{
if (definition.id == parameterId)
return &definition;
}
return nullptr;
}
std::string RuntimeLayerModel::AllocateLayerId()
{
return "runtime-layer-" + std::to_string(mNextLayerNumber++);
}
RuntimeLayerReadModel RuntimeLayerModel::ToReadModel(const Layer& layer)
{
RuntimeLayerReadModel readModel;
readModel.id = layer.id;
readModel.shaderId = layer.shaderId;
readModel.shaderName = layer.shaderName;
readModel.bypass = layer.bypass;
readModel.buildState = layer.buildState;
readModel.message = layer.message;
readModel.renderReady = layer.renderReady;
readModel.parameterDefinitions = layer.parameterDefinitions;
readModel.parameterValues = layer.parameterValues;
return readModel;
}
double RuntimeLayerModel::RuntimeElapsedSeconds() const
{
return std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mStartTime).count();
}
}

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#pragma once
#include "RuntimeJson.h"
#include "RuntimeShaderArtifact.h"
#include "SupportedShaderCatalog.h"
#include <chrono>
#include <cstdint>
#include <map>
#include <string>
#include <vector>
namespace RenderCadenceCompositor
{
enum class RuntimeLayerBuildState
{
Pending,
Ready,
Failed
};
struct RuntimeLayerReadModel
{
std::string id;
std::string shaderId;
std::string shaderName;
bool bypass = false;
RuntimeLayerBuildState buildState = RuntimeLayerBuildState::Pending;
std::string message;
bool renderReady = false;
std::vector<ShaderParameterDefinition> parameterDefinitions;
std::map<std::string, ShaderParameterValue> parameterValues;
};
struct RuntimeRenderLayerModel
{
std::string id;
std::string shaderId;
bool bypass = false;
RuntimeShaderArtifact artifact;
};
struct RuntimeLayerModelSnapshot
{
bool compileSucceeded = true;
std::string compileMessage;
std::vector<RuntimeLayerReadModel> displayLayers;
std::vector<RuntimeRenderLayerModel> renderLayers;
};
class RuntimeLayerModel
{
public:
bool InitializeSingleLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& error);
void Clear();
bool AddLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& layerId, std::string& error);
bool RemoveLayer(const std::string& layerId, std::string& error);
bool ReorderLayer(const std::string& layerId, int targetIndex, std::string& error);
bool SetLayerBypass(const std::string& layerId, bool bypass, std::string& error);
bool SetLayerShader(const SupportedShaderCatalog& shaderCatalog, const std::string& layerId, const std::string& shaderId, std::string& error);
bool UpdateParameter(const std::string& layerId, const std::string& parameterId, const JsonValue& value, std::string& error);
bool ResetParameters(const std::string& layerId, std::string& error);
bool MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error);
bool MarkBuildReady(const RuntimeShaderArtifact& artifact, std::string& error);
bool MarkBuildFailedForShader(const std::string& shaderId, const std::string& message);
bool MarkBuildFailed(const std::string& layerId, const std::string& message, std::string& error);
bool MarkRenderCommitFailed(const std::string& layerId, const std::string& message, std::string& error);
RuntimeLayerModelSnapshot Snapshot() const;
std::string FirstLayerId() const;
private:
struct Layer
{
std::string id;
std::string shaderId;
std::string shaderName;
bool bypass = false;
RuntimeLayerBuildState buildState = RuntimeLayerBuildState::Pending;
std::string message;
bool renderReady = false;
std::vector<ShaderParameterDefinition> parameterDefinitions;
std::map<std::string, ShaderParameterValue> parameterValues;
RuntimeShaderArtifact artifact;
};
Layer* FindLayer(const std::string& layerId);
const Layer* FindLayer(const std::string& layerId) const;
Layer* FindFirstLayerForShader(const std::string& shaderId);
static void InitializeDefaultParameterValues(Layer& layer, const ShaderPackage& shaderPackage);
static const ShaderParameterDefinition* FindParameterDefinition(const Layer& layer, const std::string& parameterId);
std::string AllocateLayerId();
static RuntimeLayerReadModel ToReadModel(const Layer& layer);
double RuntimeElapsedSeconds() const;
std::vector<Layer> mLayers;
uint64_t mNextLayerNumber = 1;
std::chrono::steady_clock::time_point mStartTime = std::chrono::steady_clock::now();
};
}

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#pragma once
#include "ShaderTypes.h"
#include <map>
#include <string>
#include <vector>
struct RuntimeShaderPassArtifact
{
std::string passId;
std::string fragmentShaderSource;
std::vector<std::string> inputNames;
std::string outputName;
};
struct RuntimeShaderArtifact
{
std::string layerId;
std::string shaderId;
std::string displayName;
std::string fragmentShaderSource;
std::vector<RuntimeShaderPassArtifact> passes;
std::string message;
std::vector<ShaderParameterDefinition> parameterDefinitions;
std::map<std::string, ShaderParameterValue> parameterValues;
};

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#include "RuntimeShaderBridge.h"
#include <chrono>
RuntimeShaderBridge::~RuntimeShaderBridge()
{
Stop();
}
void RuntimeShaderBridge::Start(const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError)
{
Start(std::string(), shaderId, std::move(onArtifactReady), std::move(onError));
}
void RuntimeShaderBridge::Start(const std::string& layerId, const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError)
{
Stop();
if (shaderId.empty())
return;
mLayerId = layerId;
mOnArtifactReady = std::move(onArtifactReady);
mOnError = std::move(onError);
mStopping.store(false, std::memory_order_release);
mFinished.store(false, std::memory_order_release);
mCompiler.StartShaderBuild(shaderId);
mThread = std::thread([this]() { ThreadMain(); });
}
void RuntimeShaderBridge::RequestStop()
{
mStopping.store(true, std::memory_order_release);
}
void RuntimeShaderBridge::Stop()
{
RequestStop();
if (mThread.joinable())
mThread.join();
mCompiler.Stop();
mLayerId.clear();
mOnArtifactReady = ArtifactCallback();
mOnError = ErrorCallback();
mFinished.store(true, std::memory_order_release);
}
bool RuntimeShaderBridge::CanStopWithoutWaiting() const
{
return mFinished.load(std::memory_order_acquire) && !mCompiler.Running();
}
void RuntimeShaderBridge::ThreadMain()
{
while (!mStopping.load(std::memory_order_acquire))
{
RuntimeSlangShaderBuild build;
if (mCompiler.TryConsume(build))
{
if (build.succeeded)
{
build.artifact.layerId = mLayerId;
if (mOnArtifactReady)
mOnArtifactReady(build.artifact);
}
else if (mOnError)
{
mOnError(build.message);
}
mFinished.store(true, std::memory_order_release);
return;
}
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
mFinished.store(true, std::memory_order_release);
}

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#pragma once
#include "RuntimeShaderArtifact.h"
#include "RuntimeSlangShaderCompiler.h"
#include <atomic>
#include <functional>
#include <string>
#include <thread>
class RuntimeShaderBridge
{
public:
using ArtifactCallback = std::function<void(const RuntimeShaderArtifact&)>;
using ErrorCallback = std::function<void(const std::string&)>;
RuntimeShaderBridge() = default;
RuntimeShaderBridge(const RuntimeShaderBridge&) = delete;
RuntimeShaderBridge& operator=(const RuntimeShaderBridge&) = delete;
~RuntimeShaderBridge();
void Start(const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError);
void Start(const std::string& layerId, const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError);
void RequestStop();
void Stop();
bool CanStopWithoutWaiting() const;
private:
void ThreadMain();
RuntimeSlangShaderCompiler mCompiler;
std::thread mThread;
std::atomic<bool> mStopping{ false };
std::atomic<bool> mFinished{ true };
std::string mLayerId;
ArtifactCallback mOnArtifactReady;
ErrorCallback mOnError;
};

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#include "RuntimeSlangShaderCompiler.h"
#include "ShaderCompiler.h"
#include "ShaderPackageRegistry.h"
#include "ShaderTypes.h"
#include "SupportedShaderCatalog.h"
#include <chrono>
#include <filesystem>
namespace
{
std::filesystem::path FindRepoRoot()
{
std::filesystem::path current = std::filesystem::current_path();
for (;;)
{
if (std::filesystem::exists(current / "shaders" / "happy-accident" / "shader.slang") &&
std::filesystem::exists(current / "runtime" / "templates" / "shader_wrapper.slang.in"))
{
return current;
}
const std::filesystem::path parent = current.parent_path();
if (parent.empty() || parent == current)
return std::filesystem::current_path();
current = parent;
}
}
}
RuntimeSlangShaderCompiler::~RuntimeSlangShaderCompiler()
{
Stop();
}
void RuntimeSlangShaderCompiler::StartHappyAccidentBuild()
{
StartShaderBuild("happy-accident");
}
void RuntimeSlangShaderCompiler::StartShaderBuild(const std::string& shaderId)
{
if (mRunning.load(std::memory_order_acquire))
return;
if (mThread.joinable())
mThread.join();
{
std::lock_guard<std::mutex> lock(mMutex);
mReadyBuild = RuntimeSlangShaderBuild();
}
mRunning.store(true, std::memory_order_release);
mThread = std::thread([this, shaderId]() {
RuntimeSlangShaderBuild build = BuildShader(shaderId);
{
std::lock_guard<std::mutex> lock(mMutex);
mReadyBuild = std::move(build);
mReadyBuild.available = true;
}
mRunning.store(false, std::memory_order_release);
});
}
void RuntimeSlangShaderCompiler::Stop()
{
if (mThread.joinable())
mThread.join();
mRunning.store(false, std::memory_order_release);
}
bool RuntimeSlangShaderCompiler::TryConsume(RuntimeSlangShaderBuild& build)
{
std::lock_guard<std::mutex> lock(mMutex);
if (!mReadyBuild.available)
return false;
build = std::move(mReadyBuild);
mReadyBuild = RuntimeSlangShaderBuild();
return true;
}
RuntimeSlangShaderBuild RuntimeSlangShaderCompiler::BuildShader(const std::string& shaderId) const
{
RuntimeSlangShaderBuild build;
build.artifact.shaderId = shaderId;
try
{
const std::filesystem::path repoRoot = FindRepoRoot();
const std::filesystem::path shaderDir = repoRoot / "shaders" / shaderId;
const std::filesystem::path runtimeBuildDir = repoRoot / "runtime" / "generated" / "render-cadence-compositor";
ShaderPackageRegistry registry(0);
ShaderPackage shaderPackage;
std::string error;
if (!registry.ParseManifest(shaderDir / "shader.json", shaderPackage, error))
{
build.succeeded = false;
build.message = error.empty() ? "Shader manifest parse failed." : error;
return build;
}
const RenderCadenceCompositor::ShaderSupportResult support =
RenderCadenceCompositor::CheckStatelessSinglePassShaderSupport(shaderPackage);
if (!support.supported)
{
build.succeeded = false;
build.message = support.reason;
return build;
}
ShaderCompiler compiler(
repoRoot,
runtimeBuildDir / (shaderId + ".wrapper.slang"),
runtimeBuildDir / (shaderId + ".generated.glsl"),
runtimeBuildDir / (shaderId + ".patched.glsl"),
0);
const auto start = std::chrono::steady_clock::now();
for (const ShaderPassDefinition& pass : shaderPackage.passes)
{
std::string fragmentShaderSource;
if (!compiler.BuildPassFragmentShaderSource(shaderPackage, pass, fragmentShaderSource, error))
{
build.succeeded = false;
build.message = error.empty() ? "Slang compile failed." : error;
return build;
}
RuntimeShaderPassArtifact passArtifact;
passArtifact.passId = pass.id;
passArtifact.fragmentShaderSource = std::move(fragmentShaderSource);
passArtifact.inputNames = pass.inputNames;
passArtifact.outputName = pass.outputName;
build.artifact.passes.push_back(std::move(passArtifact));
}
const auto end = std::chrono::steady_clock::now();
const double milliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(end - start).count();
build.succeeded = true;
build.artifact.shaderId = shaderPackage.id;
build.artifact.displayName = shaderPackage.displayName;
build.artifact.parameterDefinitions = shaderPackage.parameters;
if (!build.artifact.passes.empty())
build.artifact.fragmentShaderSource = build.artifact.passes.front().fragmentShaderSource;
build.artifact.message = shaderPackage.displayName + " Slang compile completed in " + std::to_string(milliseconds) + " ms.";
build.message = build.artifact.message;
return build;
}
catch (const std::exception& exception)
{
build.succeeded = false;
build.message = exception.what();
return build;
}
}

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@@ -1,39 +0,0 @@
#pragma once
#include "RuntimeShaderArtifact.h"
#include <atomic>
#include <mutex>
#include <string>
#include <thread>
struct RuntimeSlangShaderBuild
{
bool available = false;
bool succeeded = false;
RuntimeShaderArtifact artifact;
std::string message;
};
class RuntimeSlangShaderCompiler
{
public:
RuntimeSlangShaderCompiler() = default;
RuntimeSlangShaderCompiler(const RuntimeSlangShaderCompiler&) = delete;
RuntimeSlangShaderCompiler& operator=(const RuntimeSlangShaderCompiler&) = delete;
~RuntimeSlangShaderCompiler();
void StartHappyAccidentBuild();
void StartShaderBuild(const std::string& shaderId);
void Stop();
bool TryConsume(RuntimeSlangShaderBuild& build);
bool Running() const { return mRunning.load(std::memory_order_acquire); }
private:
RuntimeSlangShaderBuild BuildShader(const std::string& shaderId) const;
std::thread mThread;
std::atomic<bool> mRunning{ false };
std::mutex mMutex;
RuntimeSlangShaderBuild mReadyBuild;
};

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#include "SupportedShaderCatalog.h"
#include "ShaderPackageRegistry.h"
#include <map>
#include <utility>
namespace RenderCadenceCompositor
{
ShaderSupportResult CheckStatelessSinglePassShaderSupport(const ShaderPackage& shaderPackage)
{
if (shaderPackage.passes.empty())
return { false, "Shader package has no render passes." };
if (shaderPackage.temporal.enabled)
return { false, "RenderCadenceCompositor currently supports only stateless shaders; temporal history is not enabled in this app." };
if (shaderPackage.feedback.enabled)
return { false, "RenderCadenceCompositor currently supports only stateless shaders; feedback storage is not enabled in this app." };
if (!shaderPackage.textureAssets.empty())
return { false, "RenderCadenceCompositor does not load shader texture assets yet; texture-backed shaders need a CPU-prepared asset handoff first." };
if (!shaderPackage.fontAssets.empty())
return { false, "RenderCadenceCompositor does not load shader font assets yet; text shaders need a CPU-prepared asset handoff first." };
for (const ShaderParameterDefinition& parameter : shaderPackage.parameters)
{
if (parameter.type == ShaderParameterType::Text)
return { false, "RenderCadenceCompositor currently skips text parameters because they require per-shader text texture storage." };
}
bool writesLayerOutput = false;
for (const ShaderPassDefinition& pass : shaderPackage.passes)
{
if (pass.sourcePath.empty())
{
return { false, "Shader pass '" + pass.id + "' has no source." };
}
if (pass.outputName == "layerOutput")
writesLayerOutput = true;
for (const std::string& inputName : pass.inputNames)
{
if (inputName == "videoInput" || inputName == "layerInput")
continue;
bool matchesNamedOutput = false;
for (const ShaderPassDefinition& outputPass : shaderPackage.passes)
{
if (outputPass.outputName == inputName)
{
matchesNamedOutput = true;
break;
}
}
if (!matchesNamedOutput)
return { false, "Shader pass '" + pass.id + "' references unknown input '" + inputName + "'." };
}
}
if (!writesLayerOutput)
return { false, "Shader package must write a pass output named 'layerOutput'." };
return { true, std::string() };
}
bool SupportedShaderCatalog::Load(const std::filesystem::path& shaderRoot, unsigned maxTemporalHistoryFrames, std::string& error)
{
mShaders.clear();
mPackagesById.clear();
if (shaderRoot.empty())
{
error = "Shader library path is empty.";
return false;
}
ShaderPackageRegistry registry(maxTemporalHistoryFrames);
std::map<std::string, ShaderPackage> packagesById;
std::vector<std::string> packageOrder;
std::vector<ShaderPackageStatus> packageStatuses;
if (!registry.Scan(shaderRoot, packagesById, packageOrder, packageStatuses, error))
return false;
for (const std::string& packageId : packageOrder)
{
const auto packageIt = packagesById.find(packageId);
if (packageIt == packagesById.end())
continue;
const ShaderPackage& shaderPackage = packageIt->second;
const ShaderSupportResult support = CheckStatelessSinglePassShaderSupport(shaderPackage);
if (!support.supported)
continue;
SupportedShaderSummary summary;
summary.id = shaderPackage.id;
summary.name = shaderPackage.displayName.empty() ? shaderPackage.id : shaderPackage.displayName;
summary.description = shaderPackage.description;
summary.category = shaderPackage.category;
mShaders.push_back(std::move(summary));
mPackagesById[shaderPackage.id] = shaderPackage;
}
error.clear();
return true;
}
const ShaderPackage* SupportedShaderCatalog::FindPackage(const std::string& shaderId) const
{
const auto packageIt = mPackagesById.find(shaderId);
return packageIt == mPackagesById.end() ? nullptr : &packageIt->second;
}
}

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@@ -1,39 +0,0 @@
#pragma once
#include "ShaderTypes.h"
#include <filesystem>
#include <map>
#include <string>
#include <vector>
namespace RenderCadenceCompositor
{
struct SupportedShaderSummary
{
std::string id;
std::string name;
std::string description;
std::string category;
};
struct ShaderSupportResult
{
bool supported = false;
std::string reason;
};
ShaderSupportResult CheckStatelessSinglePassShaderSupport(const ShaderPackage& shaderPackage);
class SupportedShaderCatalog
{
public:
bool Load(const std::filesystem::path& shaderRoot, unsigned maxTemporalHistoryFrames, std::string& error);
const std::vector<SupportedShaderSummary>& Shaders() const { return mShaders; }
const ShaderPackage* FindPackage(const std::string& shaderId) const;
private:
std::vector<SupportedShaderSummary> mShaders;
std::map<std::string, ShaderPackage> mPackagesById;
};
}