2 Commits

Author SHA1 Message Date
4096e9c26a reload has a bounded number of shader compilers
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2026-05-21 17:33:19 +10:00
f9aac85e5f reload no longer can disrupt the renderer 2026-05-21 17:30:09 +10:00
6 changed files with 196 additions and 30 deletions

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@@ -8,6 +8,7 @@
#include "../runtime/SupportedShaderCatalog.h"
#include "../telemetry/CadenceTelemetry.h"
#include <deque>
#include <functional>
#include <filesystem>
#include <map>
@@ -47,7 +48,10 @@ private:
void RequestRuntimeStatePersistence();
void RequestRuntimeStatePersistenceLocked();
std::filesystem::path ResolveRuntimeStatePath() const;
void StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId);
void StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId, bool preserveExistingRenderArtifact = false);
void PumpShaderBuildQueue();
void StartQueuedShaderBuild(const std::string& layerId, const std::string& shaderId);
void CompleteLayerShaderBuild(const std::string& layerId);
void RetireLayerShaderBuild(const std::string& layerId);
void CleanupRetiredShaderBuilds();
void StopAllRuntimeShaderBuilds();
@@ -67,6 +71,12 @@ private:
mutable std::mutex mRuntimeLayerMutex;
RuntimeLayerModel mRuntimeLayerModel;
std::mutex mShaderBuildMutex;
struct QueuedShaderBuild
{
std::string layerId;
std::string shaderId;
};
std::deque<QueuedShaderBuild> mQueuedShaderBuilds;
std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> mShaderBuilds;
std::vector<std::unique_ptr<RuntimeShaderBridge>> mRetiredShaderBuilds;
};

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@@ -7,9 +7,15 @@
#include <filesystem>
#include <fstream>
#include <sstream>
#include <algorithm>
namespace RenderCadenceCompositor
{
namespace
{
constexpr std::size_t kMaxConcurrentRuntimeShaderBuilds = 2;
}
bool RuntimeLayerController::LoadSupportedShaderCatalog(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames)
{
const std::filesystem::path shaderRoot = FindRepoPath(shaderLibrary);
@@ -107,7 +113,7 @@ void RuntimeLayerController::RequestRuntimeStatePersistenceLocked()
mPersistenceWriter.RequestSave(mRuntimeLayerModel.Snapshot());
}
void RuntimeLayerController::StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId)
void RuntimeLayerController::StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId, bool preserveExistingRenderArtifact)
{
CleanupRetiredShaderBuilds();
RetireLayerShaderBuild(layerId);
@@ -115,34 +121,94 @@ void RuntimeLayerController::StartLayerShaderBuild(const std::string& layerId, c
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
std::string error;
mRuntimeLayerModel.MarkBuildStarted(layerId, "Runtime Slang build started for shader '" + shaderId + "'.", error);
mRuntimeLayerModel.MarkBuildStarted(layerId, "Runtime Slang build started for shader '" + shaderId + "'.", error, preserveExistingRenderArtifact);
}
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
mQueuedShaderBuilds.push_back(QueuedShaderBuild{ layerId, shaderId });
}
PumpShaderBuildQueue();
}
void RuntimeLayerController::PumpShaderBuildQueue()
{
for (;;)
{
QueuedShaderBuild build;
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
if (mShaderBuilds.size() >= kMaxConcurrentRuntimeShaderBuilds || mQueuedShaderBuilds.empty())
return;
build = mQueuedShaderBuilds.front();
mQueuedShaderBuilds.pop_front();
if (mShaderBuilds.find(build.layerId) != mShaderBuilds.end())
continue;
}
StartQueuedShaderBuild(build.layerId, build.shaderId);
}
}
void RuntimeLayerController::StartQueuedShaderBuild(const std::string& layerId, const std::string& shaderId)
{
auto bridge = std::make_unique<RuntimeShaderBridge>();
RuntimeShaderBridge* bridgePtr = bridge.get();
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
if (mShaderBuilds.size() >= kMaxConcurrentRuntimeShaderBuilds || mShaderBuilds.find(layerId) != mShaderBuilds.end())
{
mQueuedShaderBuilds.push_front(QueuedShaderBuild{ layerId, shaderId });
return;
}
mShaderBuilds[layerId] = std::move(bridge);
}
bridgePtr->Start(
layerId,
shaderId,
[this](const RuntimeShaderArtifact& artifact) {
[this, layerId](const RuntimeShaderArtifact& artifact) {
if (MarkRuntimeBuildReady(artifact))
PublishRuntimeRenderLayers();
CompleteLayerShaderBuild(layerId);
},
[this, layerId](const std::string& message) {
MarkRuntimeBuildFailedForLayer(layerId, message);
LogError("runtime-shader", "Runtime Slang build failed: " + message);
CompleteLayerShaderBuild(layerId);
});
}
void RuntimeLayerController::CompleteLayerShaderBuild(const std::string& layerId)
{
std::unique_ptr<RuntimeShaderBridge> bridge;
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
auto bridgeIt = mShaderBuilds.find(layerId);
if (bridgeIt != mShaderBuilds.end())
{
bridge = std::move(bridgeIt->second);
mShaderBuilds.erase(bridgeIt);
mRetiredShaderBuilds.push_back(std::move(bridge));
}
}
PumpShaderBuildQueue();
}
void RuntimeLayerController::RetireLayerShaderBuild(const std::string& layerId)
{
std::unique_ptr<RuntimeShaderBridge> bridge;
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
mQueuedShaderBuilds.erase(
std::remove_if(
mQueuedShaderBuilds.begin(),
mQueuedShaderBuilds.end(),
[&layerId](const QueuedShaderBuild& build) {
return build.layerId == layerId;
}),
mQueuedShaderBuilds.end());
auto bridgeIt = mShaderBuilds.find(layerId);
if (bridgeIt == mShaderBuilds.end())
return;
@@ -180,6 +246,7 @@ void RuntimeLayerController::StopAllRuntimeShaderBuilds()
std::vector<std::unique_ptr<RuntimeShaderBridge>> retiredBuilds;
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
mQueuedShaderBuilds.clear();
builds.swap(mShaderBuilds);
retiredBuilds.swap(mRetiredShaderBuilds);
}

View File

@@ -154,9 +154,8 @@ ControlActionResult RuntimeLayerController::HandleControlCommand(const RuntimeCo
for (const auto& build : buildsToStart)
{
Log("runtime-shader", "Reload queued shader rebuild: " + build.first + " shader=" + build.second);
StartLayerShaderBuild(build.first, build.second);
StartLayerShaderBuild(build.first, build.second, true);
}
PublishRuntimeRenderLayers();
return { true, std::string() };
}
case RuntimeControlCommandType::Unsupported:

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@@ -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));
}

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@@ -64,7 +64,7 @@ public:
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 ReloadFromCatalog(const SupportedShaderCatalog& shaderCatalog, std::vector<std::pair<std::string, std::string>>& buildsToStart, std::string& error);
bool MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error);
bool MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error, bool preserveExistingRenderArtifact = false);
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);
@@ -85,6 +85,7 @@ private:
RuntimeLayerBuildState buildState = RuntimeLayerBuildState::Pending;
std::string message;
bool renderReady = false;
bool preserveRenderDuringBuild = false;
std::vector<ShaderParameterDefinition> parameterDefinitions;
std::map<std::string, ShaderParameterValue> parameterValues;
RuntimeShaderArtifact artifact;

View File

@@ -405,6 +405,84 @@ void TestReloadRefreshesChangedShaderMetadataAndPreservesValues()
std::filesystem::remove_all(root);
}
RuntimeShaderArtifact MakeReadyArtifact(
const RenderCadenceCompositor::SupportedShaderCatalog& catalog,
const std::string& layerId,
const std::string& shaderId,
const std::string& sourceToken)
{
const ShaderPackage* shaderPackage = catalog.FindPackage(shaderId);
RuntimeShaderArtifact artifact;
artifact.layerId = layerId;
artifact.shaderId = shaderId;
artifact.displayName = shaderPackage ? shaderPackage->displayName : shaderId;
artifact.packageFingerprint = shaderPackage ? RenderCadenceCompositor::ShaderPackageFingerprint(*shaderPackage) : sourceToken;
artifact.fragmentShaderSource = "void main(){/*" + sourceToken + "*/}";
if (shaderPackage)
artifact.parameterDefinitions = shaderPackage->parameters;
artifact.message = "build ready";
return artifact;
}
void TestReloadRebuildKeepsLastGoodRenderArtifacts()
{
std::filesystem::path root;
RenderCadenceCompositor::SupportedShaderCatalog catalog = MakeCatalog(root);
WriteFile(root / "passthrough" / "shader.slang", "float4 shadeVideo(float2 uv) { return float4(uv, 1.0, 1.0); }\n");
WriteFile(root / "passthrough" / "shader.json", R"({
"id": "passthrough",
"name": "Passthrough",
"description": "Passthrough test shader",
"category": "Tests",
"entryPoint": "shadeVideo",
"parameters": [
{ "id": "opacity", "label": "Opacity", "type": "float", "default": 1.0 }
]
})");
catalog = LoadCatalog(root);
RenderCadenceCompositor::RuntimeLayerModel model;
std::string error;
std::string solidLayerId;
std::string passthroughLayerId;
Expect(model.AddLayer(catalog, "solid", solidLayerId, error), "reload preserve solid layer can be added");
Expect(model.AddLayer(catalog, "passthrough", passthroughLayerId, error), "reload preserve passthrough layer can be added");
Expect(model.MarkBuildReady(MakeReadyArtifact(catalog, solidLayerId, "solid", "solid-old"), error), "solid layer starts render-ready");
Expect(model.MarkBuildReady(MakeReadyArtifact(catalog, passthroughLayerId, "passthrough", "passthrough-old"), error), "passthrough layer starts render-ready");
RenderCadenceCompositor::RuntimeLayerModelSnapshot snapshot = model.Snapshot();
Expect(snapshot.renderLayers.size() == 2, "ready stack exposes both render layers before reload");
const std::string oldSolidSource = snapshot.renderLayers[0].artifact.fragmentShaderSource;
const std::string oldPassthroughSource = snapshot.renderLayers[1].artifact.fragmentShaderSource;
WriteFile(root / "solid" / "shader.json", SolidShaderManifest(0.25, true));
RenderCadenceCompositor::SupportedShaderCatalog reloadedCatalog = LoadCatalog(root);
std::vector<std::pair<std::string, std::string>> buildsToStart;
Expect(model.ReloadFromCatalog(reloadedCatalog, buildsToStart, error), "reload preserve refreshes catalog");
for (const auto& build : buildsToStart)
Expect(model.MarkBuildStarted(build.first, "reload build started", error, true), "reload build preserves last good artifact");
snapshot = model.Snapshot();
Expect(snapshot.displayLayers[0].buildState == RenderCadenceCompositor::RuntimeLayerBuildState::Pending, "reload marks first layer pending");
Expect(snapshot.renderLayers.size() == 2, "pending reload keeps full render stack");
Expect(snapshot.renderLayers[0].artifact.fragmentShaderSource == oldSolidSource, "pending reload keeps old first layer artifact");
Expect(snapshot.renderLayers[1].artifact.fragmentShaderSource == oldPassthroughSource, "pending reload keeps old second layer artifact");
Expect(model.MarkBuildFailed(solidLayerId, "reload compile failed", error), "failed reload marks layer failed");
snapshot = model.Snapshot();
Expect(!snapshot.compileSucceeded, "failed reload reports compile failure");
Expect(snapshot.renderLayers.size() == 2, "failed reload keeps last good render stack");
Expect(snapshot.renderLayers[0].artifact.fragmentShaderSource == oldSolidSource, "failed reload keeps old failed layer artifact");
Expect(model.MarkBuildReady(MakeReadyArtifact(reloadedCatalog, passthroughLayerId, "passthrough", "passthrough-new"), error), "other reload layer can commit");
snapshot = model.Snapshot();
Expect(snapshot.renderLayers.size() == 2, "partial reload commit still keeps complete render stack");
Expect(snapshot.renderLayers[0].artifact.fragmentShaderSource == oldSolidSource, "partial reload commit keeps old failed layer artifact");
Expect(snapshot.renderLayers[1].artifact.fragmentShaderSource.find("passthrough-new") != std::string::npos, "partial reload commit updates ready layer");
std::filesystem::remove_all(root);
}
void TestTextTexturesArePreparedInRuntimeModel()
{
std::filesystem::path root = MakeTestRoot();
@@ -456,6 +534,7 @@ int main()
TestInvalidRuntimeStateCanFallBackToConfiguredShader();
TestLayerControlsUpdateDisplayAndRenderModels();
TestReloadRefreshesChangedShaderMetadataAndPreservesValues();
TestReloadRebuildKeepsLastGoodRenderArtifacts();
TestTextTexturesArePreparedInRuntimeModel();
if (gFailures != 0)