reload no longer can disrupt the renderer
This commit is contained in:
@@ -402,12 +402,6 @@ bool RuntimeLayerModel::ReloadFromCatalog(const SupportedShaderCatalog& shaderCa
|
||||
layer.packageFingerprint = nextFingerprint;
|
||||
layer.parameterDefinitions = shaderPackage->parameters;
|
||||
layer.parameterValues = std::move(nextValues);
|
||||
if (layer.renderReady)
|
||||
{
|
||||
layer.artifact.parameterValues = layer.parameterValues;
|
||||
std::string prepareError;
|
||||
PrepareRuntimeTextTextures(layer.artifact, prepareError);
|
||||
}
|
||||
buildsToStart.push_back({ layer.id, layer.shaderId });
|
||||
}
|
||||
|
||||
@@ -420,7 +414,7 @@ void RuntimeLayerModel::Clear()
|
||||
mLayers.clear();
|
||||
}
|
||||
|
||||
bool RuntimeLayerModel::MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error)
|
||||
bool RuntimeLayerModel::MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error, bool preserveExistingRenderArtifact)
|
||||
{
|
||||
Layer* layer = FindLayer(layerId);
|
||||
if (!layer)
|
||||
@@ -431,8 +425,12 @@ bool RuntimeLayerModel::MarkBuildStarted(const std::string& layerId, const std::
|
||||
|
||||
layer->buildState = RuntimeLayerBuildState::Pending;
|
||||
layer->message = message;
|
||||
layer->renderReady = false;
|
||||
layer->artifact = RuntimeShaderArtifact();
|
||||
layer->preserveRenderDuringBuild = preserveExistingRenderArtifact && layer->renderReady;
|
||||
if (!layer->preserveRenderDuringBuild)
|
||||
{
|
||||
layer->renderReady = false;
|
||||
layer->artifact = RuntimeShaderArtifact();
|
||||
}
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
@@ -448,21 +446,28 @@ bool RuntimeLayerModel::MarkBuildReady(const RuntimeShaderArtifact& artifact, st
|
||||
return false;
|
||||
}
|
||||
|
||||
RuntimeShaderArtifact nextArtifact = artifact;
|
||||
nextArtifact.parameterValues = layer->parameterValues;
|
||||
if (!PrepareRuntimeTextTextures(nextArtifact, error))
|
||||
{
|
||||
layer->buildState = RuntimeLayerBuildState::Failed;
|
||||
layer->message = error;
|
||||
if (!layer->preserveRenderDuringBuild)
|
||||
{
|
||||
layer->renderReady = false;
|
||||
layer->artifact = RuntimeShaderArtifact();
|
||||
}
|
||||
layer->preserveRenderDuringBuild = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
layer->shaderName = artifact.displayName.empty() ? artifact.shaderId : artifact.displayName;
|
||||
layer->packageFingerprint = artifact.packageFingerprint;
|
||||
layer->buildState = RuntimeLayerBuildState::Ready;
|
||||
layer->message = artifact.message;
|
||||
layer->renderReady = true;
|
||||
layer->artifact = artifact;
|
||||
layer->artifact.parameterValues = layer->parameterValues;
|
||||
if (!PrepareRuntimeTextTextures(layer->artifact, error))
|
||||
{
|
||||
layer->buildState = RuntimeLayerBuildState::Failed;
|
||||
layer->message = error;
|
||||
layer->renderReady = false;
|
||||
layer->artifact = RuntimeShaderArtifact();
|
||||
return false;
|
||||
}
|
||||
layer->preserveRenderDuringBuild = false;
|
||||
layer->artifact = std::move(nextArtifact);
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
@@ -488,8 +493,12 @@ bool RuntimeLayerModel::MarkBuildFailed(const std::string& layerId, const std::s
|
||||
|
||||
layer->buildState = RuntimeLayerBuildState::Failed;
|
||||
layer->message = message;
|
||||
layer->renderReady = false;
|
||||
layer->artifact = RuntimeShaderArtifact();
|
||||
if (!layer->preserveRenderDuringBuild)
|
||||
{
|
||||
layer->renderReady = false;
|
||||
layer->artifact = RuntimeShaderArtifact();
|
||||
}
|
||||
layer->preserveRenderDuringBuild = false;
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
@@ -515,10 +524,11 @@ RuntimeLayerModelSnapshot RuntimeLayerModel::Snapshot() const
|
||||
{
|
||||
RuntimeRenderLayerModel renderLayer;
|
||||
renderLayer.id = layer.id;
|
||||
renderLayer.shaderId = layer.shaderId;
|
||||
renderLayer.bypass = layer.bypass;
|
||||
renderLayer.artifact = layer.artifact;
|
||||
renderLayer.artifact.parameterValues = layer.parameterValues;
|
||||
renderLayer.shaderId = renderLayer.artifact.shaderId.empty() ? layer.shaderId : renderLayer.artifact.shaderId;
|
||||
if (layer.buildState == RuntimeLayerBuildState::Ready)
|
||||
renderLayer.artifact.parameterValues = layer.parameterValues;
|
||||
renderLayer.artifact.fontAtlases.clear();
|
||||
snapshot.renderLayers.push_back(std::move(renderLayer));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user