Compare commits
2 Commits
c5fd8e72b4
...
da7e1a93f6
| Author | SHA1 | Date | |
|---|---|---|---|
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da7e1a93f6 | ||
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334693f28c |
@@ -336,6 +336,9 @@ set(RENDER_CADENCE_APP_SOURCES
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"${RENDER_CADENCE_APP_DIR}/render/RuntimeShaderParams.h"
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"${RENDER_CADENCE_APP_DIR}/render/RuntimeRenderScene.cpp"
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"${RENDER_CADENCE_APP_DIR}/render/RuntimeRenderScene.h"
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"${RENDER_CADENCE_APP_DIR}/render/RuntimeShaderPrepareWorker.cpp"
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"${RENDER_CADENCE_APP_DIR}/render/RuntimeShaderPrepareWorker.h"
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"${RENDER_CADENCE_APP_DIR}/render/RuntimeShaderProgram.h"
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"${RENDER_CADENCE_APP_DIR}/render/SimpleMotionRenderer.cpp"
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"${RENDER_CADENCE_APP_DIR}/render/SimpleMotionRenderer.h"
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"${RENDER_CADENCE_APP_DIR}/runtime/RuntimeLayerModel.cpp"
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@@ -44,7 +44,8 @@ Included now:
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- app-owned display/render layer model for shader build readiness
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- app-owned submission of a completed shader artifact
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- render-thread-owned runtime render scene for ready shader layers
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- render-thread-only GL commit once the artifact is ready
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- shared-context GL prepare worker for runtime shader program compile/link
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- render-thread-only GL program swap once a prepared program is ready
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- manifest-driven stateless single-pass shader packages
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- HTTP shader list populated from supported stateless single-pass shader packages
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- default float, vec2, color, boolean, enum, and trigger parameters
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@@ -149,6 +150,7 @@ Current endpoints:
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- `GET /` and UI asset paths: serve the bundled control UI from `ui/dist`
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- `GET /api/state`: returns OpenAPI-shaped display data with cadence telemetry, supported shaders, output status, and a read-only current runtime layer
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- `GET /ws`: upgrades to a WebSocket and streams state snapshots when they change
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- `GET /docs/openapi.yaml` and `GET /openapi.yaml`: serves the OpenAPI document
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- `GET /docs`: serves Swagger UI
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- `POST /api/layers/add` and `POST /api/layers/remove` mutate the app-owned display layer model only
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@@ -197,7 +199,7 @@ Healthy first-run signs:
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On startup the app begins compiling the selected shader package on a background thread owned by the app orchestration layer. The default is `shaders/happy-accident`.
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The render thread keeps drawing the simple motion renderer while Slang compiles. It does not choose packages, launch Slang, or track build lifecycle. It only receives a completed shader artifact and attempts the OpenGL shader compile/link at a frame boundary. If either the Slang build or GL commit fails, the app keeps rendering the simple motion fallback.
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The render thread keeps drawing the simple motion renderer while Slang compiles. It does not choose packages, launch Slang, or track build lifecycle. Once a completed shader artifact is published, the render-thread-owned runtime scene queues changed layers to a shared-context GL prepare worker. That worker compiles/links runtime shader programs off the cadence thread. The render thread only swaps in an already-prepared GL program at a frame boundary. If either the Slang build or GL preparation fails, the app keeps rendering the current renderer or simple motion fallback.
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Current runtime shader support is deliberately limited to stateless single-pass packages:
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@@ -213,7 +215,7 @@ The `/api/state` shader list uses the same support rules as runtime shader compi
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Runtime shaders are exposed through `RuntimeLayerModel` as display layers with manifest parameter defaults. The model also records whether each layer has a render-ready artifact. Add/remove POST controls mutate this app-owned model and may start background shader builds.
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When a layer becomes render-ready, the app publishes the ready render-layer snapshot to the render thread. The render thread owns the GL-side `RuntimeRenderScene`, diffs that snapshot at a frame boundary, commits/removes GL programs, and renders the ready layers in order. Current layer rendering is still deliberately simple: each stateless full-frame shader draws to the output target using fallback source textures until proper layer-input texture handoff is designed.
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When a layer becomes render-ready, the app publishes the ready render-layer snapshot to the render thread. The render thread owns the GL-side `RuntimeRenderScene`, diffs that snapshot at a frame boundary, queues new or changed programs to the shared-context prepare worker, swaps in prepared programs when available, removes obsolete GL programs, and renders ready layers in order. Current layer rendering is still deliberately simple: each stateless full-frame shader draws to the output target using fallback source textures until proper layer-input texture handoff is designed.
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Successful handoff signs:
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@@ -264,6 +266,7 @@ This app keeps the same core behavior but splits it into modules that can grow:
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- `platform/`: COM/Win32/hidden GL context support
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- `render/`: cadence, simple rendering, PBO readback
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- `render/RuntimeRenderScene`: render-thread-owned GL scene for ready runtime shader layers
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- `render/RuntimeShaderPrepareWorker`: shared-context runtime shader program compile/link worker
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- `runtime/`: app-owned shader layer readiness model, runtime Slang build bridge, and completed artifact handoff
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- `control/`: local HTTP API edge and runtime-state JSON presentation
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- `json/`: compact JSON serialization helpers
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@@ -6,9 +6,12 @@
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#include <ws2tcpip.h>
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#include <algorithm>
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#include <array>
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#include <cctype>
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#include <cstdint>
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#include <fstream>
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#include <sstream>
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#include <vector>
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namespace RenderCadenceCompositor
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{
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@@ -41,6 +44,117 @@ bool IsKnownPostEndpoint(const std::string& path)
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|| path == "/api/reload"
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|| path == "/api/screenshot";
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}
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std::array<uint8_t, 20> Sha1(const std::string& input)
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{
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auto leftRotate = [](uint32_t value, uint32_t bits) {
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return (value << bits) | (value >> (32U - bits));
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};
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std::vector<uint8_t> data(input.begin(), input.end());
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const uint64_t bitLength = static_cast<uint64_t>(data.size()) * 8ULL;
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data.push_back(0x80);
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while ((data.size() % 64) != 56)
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data.push_back(0);
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for (int shift = 56; shift >= 0; shift -= 8)
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data.push_back(static_cast<uint8_t>((bitLength >> shift) & 0xff));
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uint32_t h0 = 0x67452301;
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uint32_t h1 = 0xefcdab89;
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uint32_t h2 = 0x98badcfe;
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uint32_t h3 = 0x10325476;
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uint32_t h4 = 0xc3d2e1f0;
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for (std::size_t offset = 0; offset < data.size(); offset += 64)
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{
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uint32_t words[80] = {};
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for (std::size_t i = 0; i < 16; ++i)
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{
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const std::size_t index = offset + i * 4;
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words[i] = (static_cast<uint32_t>(data[index]) << 24)
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| (static_cast<uint32_t>(data[index + 1]) << 16)
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| (static_cast<uint32_t>(data[index + 2]) << 8)
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| static_cast<uint32_t>(data[index + 3]);
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}
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for (std::size_t i = 16; i < 80; ++i)
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words[i] = leftRotate(words[i - 3] ^ words[i - 8] ^ words[i - 14] ^ words[i - 16], 1);
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uint32_t a = h0;
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uint32_t b = h1;
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uint32_t c = h2;
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uint32_t d = h3;
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uint32_t e = h4;
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for (std::size_t i = 0; i < 80; ++i)
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{
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uint32_t f = 0;
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uint32_t k = 0;
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if (i < 20)
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{
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f = (b & c) | ((~b) & d);
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k = 0x5a827999;
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}
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else if (i < 40)
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{
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f = b ^ c ^ d;
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k = 0x6ed9eba1;
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}
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else if (i < 60)
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{
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f = (b & c) | (b & d) | (c & d);
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k = 0x8f1bbcdc;
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}
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else
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{
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f = b ^ c ^ d;
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k = 0xca62c1d6;
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}
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const uint32_t temp = leftRotate(a, 5) + f + e + k + words[i];
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e = d;
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d = c;
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c = leftRotate(b, 30);
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b = a;
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a = temp;
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}
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h0 += a;
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h1 += b;
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h2 += c;
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h3 += d;
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h4 += e;
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}
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std::array<uint8_t, 20> digest = {};
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const uint32_t parts[] = { h0, h1, h2, h3, h4 };
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for (std::size_t i = 0; i < 5; ++i)
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{
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digest[i * 4] = static_cast<uint8_t>((parts[i] >> 24) & 0xff);
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digest[i * 4 + 1] = static_cast<uint8_t>((parts[i] >> 16) & 0xff);
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digest[i * 4 + 2] = static_cast<uint8_t>((parts[i] >> 8) & 0xff);
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digest[i * 4 + 3] = static_cast<uint8_t>(parts[i] & 0xff);
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}
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return digest;
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}
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std::string Base64Encode(const uint8_t* data, std::size_t size)
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{
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static constexpr char kAlphabet[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
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std::string output;
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output.reserve(((size + 2) / 3) * 4);
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for (std::size_t i = 0; i < size; i += 3)
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{
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const uint32_t a = data[i];
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const uint32_t b = i + 1 < size ? data[i + 1] : 0;
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const uint32_t c = i + 2 < size ? data[i + 2] : 0;
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const uint32_t triple = (a << 16) | (b << 8) | c;
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output.push_back(kAlphabet[(triple >> 18) & 0x3f]);
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output.push_back(kAlphabet[(triple >> 12) & 0x3f]);
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output.push_back(i + 1 < size ? kAlphabet[(triple >> 6) & 0x3f] : '=');
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output.push_back(i + 2 < size ? kAlphabet[triple & 0x3f] : '=');
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}
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return output;
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}
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}
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UniqueSocket::UniqueSocket(SOCKET socket) :
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@@ -157,6 +271,20 @@ void HttpControlServer::Stop()
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if (mThread.joinable())
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mThread.join();
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std::vector<std::thread> clientThreads;
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{
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std::lock_guard<std::mutex> lock(mClientThreadsMutex);
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clientThreads.swap(mClientThreads);
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for (std::thread& thread : mFinishedClientThreads)
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clientThreads.push_back(std::move(thread));
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mFinishedClientThreads.clear();
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}
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for (std::thread& thread : clientThreads)
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{
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if (thread.joinable())
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thread.join();
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}
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if (mWinsockStarted)
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{
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WSACleanup();
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@@ -185,6 +313,7 @@ void HttpControlServer::ThreadMain()
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{
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while (mRunning.load(std::memory_order_acquire))
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{
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JoinFinishedClientThreads();
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TryAcceptClient();
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std::this_thread::sleep_for(mConfig.idleSleep);
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}
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@@ -212,9 +341,81 @@ bool HttpControlServer::HandleClient(UniqueSocket clientSocket)
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if (!ParseHttpRequest(std::string(buffer, buffer + received), request))
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return SendResponse(clientSocket.get(), TextResponse("400 Bad Request", "Bad Request"));
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if (request.path == "/ws")
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return HandleWebSocketClient(std::move(clientSocket), request);
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return SendResponse(clientSocket.get(), RouteRequest(request));
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}
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bool HttpControlServer::HandleWebSocketClient(UniqueSocket clientSocket, const HttpRequest& request)
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{
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const auto keyIt = request.headers.find("sec-websocket-key");
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if (keyIt == request.headers.end() || keyIt->second.empty())
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return SendResponse(clientSocket.get(), TextResponse("400 Bad Request", "Missing WebSocket key"));
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std::ostringstream stream;
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stream << "HTTP/1.1 101 Switching Protocols\r\n"
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<< "Upgrade: websocket\r\n"
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<< "Connection: Upgrade\r\n"
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<< "Sec-WebSocket-Accept: " << WebSocketAcceptKey(keyIt->second) << "\r\n\r\n";
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const std::string response = stream.str();
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if (send(clientSocket.get(), response.c_str(), static_cast<int>(response.size()), 0) != static_cast<int>(response.size()))
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return false;
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u_long nonBlocking = 1;
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ioctlsocket(clientSocket.get(), FIONBIO, &nonBlocking);
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std::thread thread([this, socket = std::move(clientSocket)]() mutable {
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WebSocketClientMain(std::move(socket));
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});
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{
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std::lock_guard<std::mutex> lock(mClientThreadsMutex);
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mClientThreads.push_back(std::move(thread));
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}
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return true;
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}
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void HttpControlServer::WebSocketClientMain(UniqueSocket clientSocket)
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{
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std::string previousState;
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while (mRunning.load(std::memory_order_acquire))
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{
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const std::string state = mCallbacks.getStateJson ? mCallbacks.getStateJson() : "{}";
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if (state != previousState)
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{
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if (!SendWebSocketText(clientSocket.get(), state))
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break;
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previousState = state;
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(250));
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}
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std::lock_guard<std::mutex> lock(mClientThreadsMutex);
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const std::thread::id currentId = std::this_thread::get_id();
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for (auto it = mClientThreads.begin(); it != mClientThreads.end(); ++it)
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{
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if (it->get_id() != currentId)
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continue;
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mFinishedClientThreads.push_back(std::move(*it));
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mClientThreads.erase(it);
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break;
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}
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}
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void HttpControlServer::JoinFinishedClientThreads()
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{
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std::vector<std::thread> finished;
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{
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std::lock_guard<std::mutex> lock(mClientThreadsMutex);
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finished.swap(mFinishedClientThreads);
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}
|
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for (std::thread& thread : finished)
|
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{
|
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if (thread.joinable())
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thread.join();
|
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}
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}
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bool HttpControlServer::SendResponse(SOCKET clientSocket, const HttpResponse& response) const
|
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{
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std::ostringstream stream;
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@@ -360,6 +561,61 @@ std::string HttpControlServer::ActionResponse(bool ok, const std::string& error)
|
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return writer.StringValue();
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}
|
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bool HttpControlServer::SendWebSocketText(SOCKET clientSocket, const std::string& text)
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{
|
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if (clientSocket == INVALID_SOCKET)
|
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return false;
|
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|
||||
std::vector<unsigned char> frame;
|
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frame.reserve(text.size() + 16);
|
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frame.push_back(0x81);
|
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if (text.size() <= 125)
|
||||
{
|
||||
frame.push_back(static_cast<unsigned char>(text.size()));
|
||||
}
|
||||
else if (text.size() <= 0xffff)
|
||||
{
|
||||
frame.push_back(126);
|
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frame.push_back(static_cast<unsigned char>((text.size() >> 8) & 0xff));
|
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frame.push_back(static_cast<unsigned char>(text.size() & 0xff));
|
||||
}
|
||||
else
|
||||
{
|
||||
frame.push_back(127);
|
||||
const uint64_t length = static_cast<uint64_t>(text.size());
|
||||
for (int shift = 56; shift >= 0; shift -= 8)
|
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frame.push_back(static_cast<unsigned char>((length >> shift) & 0xff));
|
||||
}
|
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frame.insert(frame.end(), text.begin(), text.end());
|
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|
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const char* data = reinterpret_cast<const char*>(frame.data());
|
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int remaining = static_cast<int>(frame.size());
|
||||
while (remaining > 0)
|
||||
{
|
||||
const int sent = send(clientSocket, data, remaining, 0);
|
||||
if (sent <= 0)
|
||||
{
|
||||
const int error = WSAGetLastError();
|
||||
if (error == WSAEWOULDBLOCK)
|
||||
{
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(2));
|
||||
continue;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
data += sent;
|
||||
remaining -= sent;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string HttpControlServer::WebSocketAcceptKey(const std::string& clientKey)
|
||||
{
|
||||
static constexpr const char* kWebSocketGuid = "258EAFA5-E914-47DA-95CA-C5AB0DC85B11";
|
||||
const std::array<uint8_t, 20> digest = Sha1(clientKey + kWebSocketGuid);
|
||||
return Base64Encode(digest.data(), digest.size());
|
||||
}
|
||||
|
||||
std::string HttpControlServer::GuessContentType(const std::filesystem::path& path)
|
||||
{
|
||||
const std::string extension = ToLower(path.extension().string());
|
||||
|
||||
@@ -9,8 +9,10 @@
|
||||
#include <filesystem>
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <mutex>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
#include <vector>
|
||||
|
||||
namespace RenderCadenceCompositor
|
||||
{
|
||||
@@ -89,11 +91,15 @@ public:
|
||||
HttpResponse RouteRequestForTest(const HttpRequest& request) const;
|
||||
|
||||
static bool ParseHttpRequest(const std::string& rawRequest, HttpRequest& request);
|
||||
static std::string WebSocketAcceptKey(const std::string& clientKey);
|
||||
|
||||
private:
|
||||
void ThreadMain();
|
||||
bool TryAcceptClient();
|
||||
bool HandleClient(UniqueSocket clientSocket);
|
||||
bool HandleWebSocketClient(UniqueSocket clientSocket, const HttpRequest& request);
|
||||
void WebSocketClientMain(UniqueSocket clientSocket);
|
||||
void JoinFinishedClientThreads();
|
||||
bool SendResponse(SOCKET clientSocket, const HttpResponse& response) const;
|
||||
HttpResponse RouteRequest(const HttpRequest& request) const;
|
||||
HttpResponse ServeGet(const HttpRequest& request) const;
|
||||
@@ -107,6 +113,7 @@ private:
|
||||
static HttpResponse TextResponse(const std::string& status, const std::string& body);
|
||||
static HttpResponse HtmlResponse(const std::string& status, const std::string& body);
|
||||
static std::string ActionResponse(bool ok, const std::string& error = std::string());
|
||||
static bool SendWebSocketText(SOCKET clientSocket, const std::string& text);
|
||||
static std::string GuessContentType(const std::filesystem::path& path);
|
||||
static bool IsSafeRelativePath(const std::filesystem::path& path);
|
||||
static std::string ToLower(std::string text);
|
||||
@@ -117,6 +124,9 @@ private:
|
||||
HttpControlServerCallbacks mCallbacks;
|
||||
UniqueSocket mListenSocket;
|
||||
std::thread mThread;
|
||||
std::mutex mClientThreadsMutex;
|
||||
std::vector<std::thread> mClientThreads;
|
||||
std::vector<std::thread> mFinishedClientThreads;
|
||||
std::atomic<bool> mRunning{ false };
|
||||
unsigned short mPort = 0;
|
||||
bool mWinsockStarted = false;
|
||||
|
||||
@@ -11,6 +11,11 @@ HiddenGlWindow::~HiddenGlWindow()
|
||||
}
|
||||
|
||||
bool HiddenGlWindow::Create(unsigned width, unsigned height, std::string& error)
|
||||
{
|
||||
return CreateShared(width, height, nullptr, nullptr, error);
|
||||
}
|
||||
|
||||
bool HiddenGlWindow::CreateShared(unsigned width, unsigned height, HDC sharedDeviceContext, HGLRC sharedContext, std::string& error)
|
||||
{
|
||||
Destroy();
|
||||
|
||||
@@ -63,7 +68,11 @@ bool HiddenGlWindow::Create(unsigned width, unsigned height, std::string& error)
|
||||
pfd.cDepthBits = 0;
|
||||
pfd.iLayerType = PFD_MAIN_PLANE;
|
||||
|
||||
const int pixelFormat = ChoosePixelFormat(mDc, &pfd);
|
||||
int pixelFormat = 0;
|
||||
if (sharedDeviceContext != nullptr)
|
||||
pixelFormat = GetPixelFormat(sharedDeviceContext);
|
||||
if (pixelFormat == 0)
|
||||
pixelFormat = ChoosePixelFormat(mDc, &pfd);
|
||||
if (pixelFormat == 0 || !SetPixelFormat(mDc, pixelFormat, &pfd))
|
||||
{
|
||||
error = "Could not choose/set pixel format for hidden OpenGL window.";
|
||||
@@ -76,6 +85,11 @@ bool HiddenGlWindow::Create(unsigned width, unsigned height, std::string& error)
|
||||
error = "wglCreateContext failed for hidden OpenGL window.";
|
||||
return false;
|
||||
}
|
||||
if (sharedContext != nullptr && wglShareLists(sharedContext, mGlrc) != TRUE)
|
||||
{
|
||||
error = "wglShareLists failed for hidden OpenGL shared context.";
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -13,6 +13,7 @@ public:
|
||||
~HiddenGlWindow();
|
||||
|
||||
bool Create(unsigned width, unsigned height, std::string& error);
|
||||
bool CreateShared(unsigned width, unsigned height, HDC sharedDeviceContext, HGLRC sharedContext, std::string& error);
|
||||
bool MakeCurrent() const;
|
||||
void ClearCurrent() const;
|
||||
void Destroy();
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "SimpleMotionRenderer.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <memory>
|
||||
#include <thread>
|
||||
|
||||
RenderThread::RenderThread(SystemFrameExchange& frameExchange, Config config) :
|
||||
@@ -83,11 +84,22 @@ void RenderThread::ThreadMain()
|
||||
RenderCadenceCompositor::TryLog(RenderCadenceCompositor::LogLevel::Log, "render-thread", "Render thread starting.");
|
||||
HiddenGlWindow window;
|
||||
std::string error;
|
||||
if (!window.Create(mConfig.width, mConfig.height, error) || !window.MakeCurrent())
|
||||
if (!window.Create(mConfig.width, mConfig.height, error))
|
||||
{
|
||||
SignalStartupFailure(error.empty() ? "OpenGL context creation failed." : error);
|
||||
return;
|
||||
}
|
||||
std::unique_ptr<HiddenGlWindow> prepareWindow = std::make_unique<HiddenGlWindow>();
|
||||
if (!prepareWindow->CreateShared(mConfig.width, mConfig.height, window.DeviceContext(), window.Context(), error))
|
||||
{
|
||||
SignalStartupFailure(error.empty() ? "Runtime shader prepare shared context creation failed." : error);
|
||||
return;
|
||||
}
|
||||
if (!window.MakeCurrent())
|
||||
{
|
||||
SignalStartupFailure("OpenGL context creation failed.");
|
||||
return;
|
||||
}
|
||||
if (!ResolveGLExtensions())
|
||||
{
|
||||
SignalStartupFailure("OpenGL extension resolution failed.");
|
||||
@@ -97,6 +109,11 @@ void RenderThread::ThreadMain()
|
||||
SimpleMotionRenderer renderer;
|
||||
RuntimeRenderScene runtimeRenderScene;
|
||||
Bgra8ReadbackPipeline readback;
|
||||
if (!runtimeRenderScene.StartPrepareWorker(std::move(prepareWindow), error))
|
||||
{
|
||||
SignalStartupFailure(error.empty() ? "Runtime shader prepare worker initialization failed." : error);
|
||||
return;
|
||||
}
|
||||
if (!renderer.InitializeGl(mConfig.width, mConfig.height) || !readback.Initialize(mConfig.width, mConfig.height, mConfig.pboDepth))
|
||||
{
|
||||
SignalStartupFailure("Render pipeline initialization failed.");
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#include "RuntimeRenderScene.h"
|
||||
|
||||
#include "../platform/HiddenGlWindow.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <utility>
|
||||
@@ -9,9 +11,17 @@ RuntimeRenderScene::~RuntimeRenderScene()
|
||||
ShutdownGl();
|
||||
}
|
||||
|
||||
bool RuntimeRenderScene::StartPrepareWorker(std::unique_ptr<HiddenGlWindow> sharedWindow, std::string& error)
|
||||
{
|
||||
return mPrepareWorker.Start(std::move(sharedWindow), error);
|
||||
}
|
||||
|
||||
bool RuntimeRenderScene::CommitRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers, std::string& error)
|
||||
{
|
||||
ConsumePreparedPrograms();
|
||||
|
||||
std::vector<std::string> nextOrder;
|
||||
std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel> layersToPrepare;
|
||||
nextOrder.reserve(layers.size());
|
||||
for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
|
||||
nextOrder.push_back(layer.id);
|
||||
@@ -48,25 +58,38 @@ bool RuntimeRenderScene::CommitRenderLayers(const std::vector<RenderCadenceCompo
|
||||
|
||||
if (program->shaderId == layer.shaderId && program->sourceFingerprint == fingerprint && program->renderer && program->renderer->HasProgram())
|
||||
continue;
|
||||
if (program->pendingFingerprint == fingerprint)
|
||||
continue;
|
||||
|
||||
std::unique_ptr<RuntimeShaderRenderer> nextRenderer = std::make_unique<RuntimeShaderRenderer>();
|
||||
if (!nextRenderer->CommitShaderArtifact(layer.artifact, error))
|
||||
return false;
|
||||
|
||||
if (program->renderer)
|
||||
program->renderer->ShutdownGl();
|
||||
program->shaderId = layer.shaderId;
|
||||
program->sourceFingerprint = fingerprint;
|
||||
program->renderer = std::move(nextRenderer);
|
||||
program->pendingFingerprint = fingerprint;
|
||||
layersToPrepare.push_back(layer);
|
||||
}
|
||||
|
||||
mLayerOrder = std::move(nextOrder);
|
||||
if (!layersToPrepare.empty())
|
||||
mPrepareWorker.Submit(layersToPrepare);
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RuntimeRenderScene::HasLayers()
|
||||
{
|
||||
ConsumePreparedPrograms();
|
||||
|
||||
for (const std::string& layerId : mLayerOrder)
|
||||
{
|
||||
const LayerProgram* layer = FindLayer(layerId);
|
||||
if (layer && layer->renderer && layer->renderer->HasProgram())
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void RuntimeRenderScene::RenderFrame(uint64_t frameIndex, unsigned width, unsigned height)
|
||||
{
|
||||
ConsumePreparedPrograms();
|
||||
|
||||
for (const std::string& layerId : mLayerOrder)
|
||||
{
|
||||
LayerProgram* layer = FindLayer(layerId);
|
||||
@@ -78,6 +101,7 @@ void RuntimeRenderScene::RenderFrame(uint64_t frameIndex, unsigned width, unsign
|
||||
|
||||
void RuntimeRenderScene::ShutdownGl()
|
||||
{
|
||||
mPrepareWorker.Stop();
|
||||
for (LayerProgram& layer : mLayers)
|
||||
{
|
||||
if (layer.renderer)
|
||||
@@ -87,6 +111,41 @@ void RuntimeRenderScene::ShutdownGl()
|
||||
mLayerOrder.clear();
|
||||
}
|
||||
|
||||
void RuntimeRenderScene::ConsumePreparedPrograms()
|
||||
{
|
||||
RuntimePreparedShaderProgram preparedProgram;
|
||||
while (mPrepareWorker.TryConsume(preparedProgram))
|
||||
{
|
||||
if (!preparedProgram.succeeded)
|
||||
{
|
||||
preparedProgram.ReleaseGl();
|
||||
continue;
|
||||
}
|
||||
|
||||
LayerProgram* layer = FindLayer(preparedProgram.layerId);
|
||||
if (!layer || layer->pendingFingerprint != preparedProgram.sourceFingerprint)
|
||||
{
|
||||
preparedProgram.ReleaseGl();
|
||||
continue;
|
||||
}
|
||||
|
||||
std::unique_ptr<RuntimeShaderRenderer> nextRenderer = std::make_unique<RuntimeShaderRenderer>();
|
||||
std::string error;
|
||||
if (!nextRenderer->CommitPreparedProgram(preparedProgram, error))
|
||||
{
|
||||
preparedProgram.ReleaseGl();
|
||||
continue;
|
||||
}
|
||||
|
||||
if (layer->renderer)
|
||||
layer->renderer->ShutdownGl();
|
||||
layer->renderer = std::move(nextRenderer);
|
||||
layer->shaderId = preparedProgram.shaderId;
|
||||
layer->sourceFingerprint = preparedProgram.sourceFingerprint;
|
||||
layer->pendingFingerprint.clear();
|
||||
}
|
||||
}
|
||||
|
||||
RuntimeRenderScene::LayerProgram* RuntimeRenderScene::FindLayer(const std::string& layerId)
|
||||
{
|
||||
for (LayerProgram& layer : mLayers)
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "../runtime/RuntimeLayerModel.h"
|
||||
#include "RuntimeShaderPrepareWorker.h"
|
||||
#include "RuntimeShaderRenderer.h"
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
@@ -16,8 +19,9 @@ public:
|
||||
RuntimeRenderScene& operator=(const RuntimeRenderScene&) = delete;
|
||||
~RuntimeRenderScene();
|
||||
|
||||
bool StartPrepareWorker(std::unique_ptr<HiddenGlWindow> sharedWindow, std::string& error);
|
||||
bool CommitRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers, std::string& error);
|
||||
bool HasLayers() const { return !mLayerOrder.empty(); }
|
||||
bool HasLayers();
|
||||
void RenderFrame(uint64_t frameIndex, unsigned width, unsigned height);
|
||||
void ShutdownGl();
|
||||
|
||||
@@ -27,13 +31,16 @@ private:
|
||||
std::string layerId;
|
||||
std::string shaderId;
|
||||
std::string sourceFingerprint;
|
||||
std::string pendingFingerprint;
|
||||
std::unique_ptr<RuntimeShaderRenderer> renderer;
|
||||
};
|
||||
|
||||
void ConsumePreparedPrograms();
|
||||
LayerProgram* FindLayer(const std::string& layerId);
|
||||
const LayerProgram* FindLayer(const std::string& layerId) const;
|
||||
static std::string Fingerprint(const RuntimeShaderArtifact& artifact);
|
||||
|
||||
RuntimeShaderPrepareWorker mPrepareWorker;
|
||||
std::vector<LayerProgram> mLayers;
|
||||
std::vector<std::string> mLayerOrder;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,158 @@
|
||||
#include "RuntimeShaderPrepareWorker.h"
|
||||
|
||||
#include "../platform/HiddenGlWindow.h"
|
||||
#include "RuntimeShaderRenderer.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <chrono>
|
||||
#include <functional>
|
||||
#include <utility>
|
||||
|
||||
RuntimeShaderPrepareWorker::~RuntimeShaderPrepareWorker()
|
||||
{
|
||||
Stop();
|
||||
}
|
||||
|
||||
bool RuntimeShaderPrepareWorker::Start(std::unique_ptr<HiddenGlWindow> sharedWindow, std::string& error)
|
||||
{
|
||||
if (mThread.joinable())
|
||||
return true;
|
||||
if (!sharedWindow || sharedWindow->DeviceContext() == nullptr || sharedWindow->Context() == nullptr)
|
||||
{
|
||||
error = "Runtime shader prepare worker needs an existing shared GL context.";
|
||||
return false;
|
||||
}
|
||||
|
||||
mWindow = std::move(sharedWindow);
|
||||
mStopping.store(false, std::memory_order_release);
|
||||
mStarted.store(false, std::memory_order_release);
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mMutex);
|
||||
mStartupReady = false;
|
||||
mStartupError.clear();
|
||||
}
|
||||
mThread = std::thread([this]() { ThreadMain(); });
|
||||
|
||||
std::unique_lock<std::mutex> lock(mMutex);
|
||||
if (!mStartupCondition.wait_for(lock, std::chrono::seconds(3), [this]() {
|
||||
return mStartupReady || !mStartupError.empty();
|
||||
}))
|
||||
{
|
||||
error = "Timed out starting runtime shader prepare worker.";
|
||||
lock.unlock();
|
||||
Stop();
|
||||
return false;
|
||||
}
|
||||
if (!mStartupError.empty())
|
||||
{
|
||||
error = mStartupError;
|
||||
lock.unlock();
|
||||
Stop();
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void RuntimeShaderPrepareWorker::Stop()
|
||||
{
|
||||
mStopping.store(true, std::memory_order_release);
|
||||
mCondition.notify_all();
|
||||
if (mThread.joinable())
|
||||
mThread.join();
|
||||
|
||||
std::deque<RuntimePreparedShaderProgram> completed;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mMutex);
|
||||
mRequests.clear();
|
||||
completed.swap(mCompleted);
|
||||
}
|
||||
for (RuntimePreparedShaderProgram& program : completed)
|
||||
program.ReleaseGl();
|
||||
mWindow.reset();
|
||||
mStarted.store(false, std::memory_order_release);
|
||||
}
|
||||
|
||||
void RuntimeShaderPrepareWorker::Submit(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mMutex);
|
||||
for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
|
||||
{
|
||||
if (layer.artifact.fragmentShaderSource.empty())
|
||||
continue;
|
||||
|
||||
PrepareRequest request;
|
||||
request.layerId = layer.id;
|
||||
request.shaderId = layer.shaderId;
|
||||
request.sourceFingerprint = Fingerprint(layer.artifact);
|
||||
request.artifact = layer.artifact;
|
||||
|
||||
auto sameLayer = [&request](const PrepareRequest& existing) {
|
||||
return existing.layerId == request.layerId;
|
||||
};
|
||||
mRequests.erase(std::remove_if(mRequests.begin(), mRequests.end(), sameLayer), mRequests.end());
|
||||
mRequests.push_back(std::move(request));
|
||||
}
|
||||
mCondition.notify_one();
|
||||
}
|
||||
|
||||
bool RuntimeShaderPrepareWorker::TryConsume(RuntimePreparedShaderProgram& preparedProgram)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mMutex);
|
||||
if (mCompleted.empty())
|
||||
return false;
|
||||
|
||||
preparedProgram = std::move(mCompleted.front());
|
||||
mCompleted.pop_front();
|
||||
return true;
|
||||
}
|
||||
|
||||
void RuntimeShaderPrepareWorker::ThreadMain()
|
||||
{
|
||||
if (!mWindow || !mWindow->MakeCurrent())
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mMutex);
|
||||
mStartupError = "Runtime shader prepare worker could not make shared GL context current.";
|
||||
mStartupCondition.notify_all();
|
||||
return;
|
||||
}
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mMutex);
|
||||
mStartupReady = true;
|
||||
}
|
||||
mStarted.store(true, std::memory_order_release);
|
||||
mStartupCondition.notify_all();
|
||||
|
||||
while (!mStopping.load(std::memory_order_acquire))
|
||||
{
|
||||
PrepareRequest request;
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(mMutex);
|
||||
mCondition.wait(lock, [this]() {
|
||||
return mStopping.load(std::memory_order_acquire) || !mRequests.empty();
|
||||
});
|
||||
if (mStopping.load(std::memory_order_acquire))
|
||||
break;
|
||||
request = std::move(mRequests.front());
|
||||
mRequests.pop_front();
|
||||
}
|
||||
|
||||
RuntimePreparedShaderProgram preparedProgram;
|
||||
RuntimeShaderRenderer::BuildPreparedProgram(
|
||||
request.layerId,
|
||||
request.sourceFingerprint,
|
||||
request.artifact,
|
||||
preparedProgram);
|
||||
glFlush();
|
||||
|
||||
std::lock_guard<std::mutex> lock(mMutex);
|
||||
mCompleted.push_back(std::move(preparedProgram));
|
||||
}
|
||||
|
||||
mWindow->ClearCurrent();
|
||||
}
|
||||
|
||||
std::string RuntimeShaderPrepareWorker::Fingerprint(const RuntimeShaderArtifact& artifact)
|
||||
{
|
||||
const std::hash<std::string> hasher;
|
||||
return artifact.shaderId + ":" + std::to_string(artifact.fragmentShaderSource.size()) + ":" + std::to_string(hasher(artifact.fragmentShaderSource));
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
#pragma once
|
||||
|
||||
#include "RuntimeShaderProgram.h"
|
||||
#include "../runtime/RuntimeLayerModel.h"
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
#include <atomic>
|
||||
#include <condition_variable>
|
||||
#include <deque>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
#include <vector>
|
||||
|
||||
class HiddenGlWindow;
|
||||
|
||||
class RuntimeShaderPrepareWorker
|
||||
{
|
||||
public:
|
||||
RuntimeShaderPrepareWorker() = default;
|
||||
RuntimeShaderPrepareWorker(const RuntimeShaderPrepareWorker&) = delete;
|
||||
RuntimeShaderPrepareWorker& operator=(const RuntimeShaderPrepareWorker&) = delete;
|
||||
~RuntimeShaderPrepareWorker();
|
||||
|
||||
bool Start(std::unique_ptr<HiddenGlWindow> sharedWindow, std::string& error);
|
||||
void Stop();
|
||||
|
||||
void Submit(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers);
|
||||
bool TryConsume(RuntimePreparedShaderProgram& preparedProgram);
|
||||
|
||||
private:
|
||||
struct PrepareRequest
|
||||
{
|
||||
std::string layerId;
|
||||
std::string shaderId;
|
||||
std::string sourceFingerprint;
|
||||
RuntimeShaderArtifact artifact;
|
||||
};
|
||||
|
||||
void ThreadMain();
|
||||
static std::string Fingerprint(const RuntimeShaderArtifact& artifact);
|
||||
|
||||
std::unique_ptr<HiddenGlWindow> mWindow;
|
||||
std::mutex mMutex;
|
||||
std::condition_variable mCondition;
|
||||
std::deque<PrepareRequest> mRequests;
|
||||
std::deque<RuntimePreparedShaderProgram> mCompleted;
|
||||
std::condition_variable mStartupCondition;
|
||||
std::thread mThread;
|
||||
std::atomic<bool> mStopping{ false };
|
||||
std::atomic<bool> mStarted{ false };
|
||||
bool mStartupReady = false;
|
||||
std::string mStartupError;
|
||||
};
|
||||
32
apps/RenderCadenceCompositor/render/RuntimeShaderProgram.h
Normal file
32
apps/RenderCadenceCompositor/render/RuntimeShaderProgram.h
Normal file
@@ -0,0 +1,32 @@
|
||||
#pragma once
|
||||
|
||||
#include "GLExtensions.h"
|
||||
#include "../runtime/RuntimeShaderArtifact.h"
|
||||
|
||||
#include <string>
|
||||
|
||||
struct RuntimePreparedShaderProgram
|
||||
{
|
||||
std::string layerId;
|
||||
std::string shaderId;
|
||||
std::string sourceFingerprint;
|
||||
RuntimeShaderArtifact artifact;
|
||||
GLuint program = 0;
|
||||
GLuint vertexShader = 0;
|
||||
GLuint fragmentShader = 0;
|
||||
bool succeeded = false;
|
||||
std::string error;
|
||||
|
||||
void ReleaseGl()
|
||||
{
|
||||
if (program != 0)
|
||||
glDeleteProgram(program);
|
||||
if (vertexShader != 0)
|
||||
glDeleteShader(vertexShader);
|
||||
if (fragmentShader != 0)
|
||||
glDeleteShader(fragmentShader);
|
||||
program = 0;
|
||||
vertexShader = 0;
|
||||
fragmentShader = 0;
|
||||
}
|
||||
};
|
||||
@@ -71,6 +71,62 @@ bool RuntimeShaderRenderer::CommitShaderArtifact(const RuntimeShaderArtifact& ar
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RuntimeShaderRenderer::CommitPreparedProgram(RuntimePreparedShaderProgram& preparedProgram, std::string& error)
|
||||
{
|
||||
if (!preparedProgram.succeeded || preparedProgram.program == 0)
|
||||
{
|
||||
error = preparedProgram.error.empty() ? "Prepared runtime shader program is not valid." : preparedProgram.error;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EnsureStaticGlResources(error))
|
||||
return false;
|
||||
|
||||
DestroyProgram();
|
||||
mProgram = preparedProgram.program;
|
||||
mVertexShader = preparedProgram.vertexShader;
|
||||
mFragmentShader = preparedProgram.fragmentShader;
|
||||
mArtifact = preparedProgram.artifact;
|
||||
preparedProgram.program = 0;
|
||||
preparedProgram.vertexShader = 0;
|
||||
preparedProgram.fragmentShader = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RuntimeShaderRenderer::BuildPreparedProgram(
|
||||
const std::string& layerId,
|
||||
const std::string& sourceFingerprint,
|
||||
const RuntimeShaderArtifact& artifact,
|
||||
RuntimePreparedShaderProgram& preparedProgram)
|
||||
{
|
||||
preparedProgram = RuntimePreparedShaderProgram();
|
||||
preparedProgram.layerId = layerId;
|
||||
preparedProgram.shaderId = artifact.shaderId;
|
||||
preparedProgram.sourceFingerprint = sourceFingerprint;
|
||||
preparedProgram.artifact = artifact;
|
||||
|
||||
if (artifact.fragmentShaderSource.empty())
|
||||
{
|
||||
preparedProgram.error = "Cannot prepare an empty fragment shader.";
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!BuildProgram(
|
||||
artifact.fragmentShaderSource,
|
||||
preparedProgram.program,
|
||||
preparedProgram.vertexShader,
|
||||
preparedProgram.fragmentShader,
|
||||
preparedProgram.error))
|
||||
{
|
||||
preparedProgram.ReleaseGl();
|
||||
return false;
|
||||
}
|
||||
|
||||
preparedProgram.succeeded = true;
|
||||
AssignSamplerUniforms(preparedProgram.program);
|
||||
return true;
|
||||
}
|
||||
|
||||
void RuntimeShaderRenderer::RenderFrame(uint64_t frameIndex, unsigned width, unsigned height)
|
||||
{
|
||||
if (mProgram == 0)
|
||||
@@ -175,7 +231,7 @@ bool RuntimeShaderRenderer::BuildProgram(const std::string& fragmentShaderSource
|
||||
return true;
|
||||
}
|
||||
|
||||
void RuntimeShaderRenderer::AssignSamplerUniforms(GLuint program) const
|
||||
void RuntimeShaderRenderer::AssignSamplerUniforms(GLuint program)
|
||||
{
|
||||
glUseProgram(program);
|
||||
const GLint videoInputLocation = glGetUniformLocation(program, "gVideoInput");
|
||||
@@ -219,7 +275,7 @@ void RuntimeShaderRenderer::BindRuntimeTextures()
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
bool RuntimeShaderRenderer::CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error) const
|
||||
bool RuntimeShaderRenderer::CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error)
|
||||
{
|
||||
shader = glCreateShader(shaderType);
|
||||
glShaderSource(shader, 1, &source, nullptr);
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "GLExtensions.h"
|
||||
#include "RuntimeShaderProgram.h"
|
||||
#include "../runtime/RuntimeShaderArtifact.h"
|
||||
|
||||
#include <cstdint>
|
||||
@@ -17,15 +18,22 @@ public:
|
||||
|
||||
bool CommitFragmentShader(const std::string& fragmentShaderSource, std::string& error);
|
||||
bool CommitShaderArtifact(const RuntimeShaderArtifact& artifact, std::string& error);
|
||||
bool CommitPreparedProgram(RuntimePreparedShaderProgram& preparedProgram, std::string& error);
|
||||
bool HasProgram() const { return mProgram != 0; }
|
||||
void RenderFrame(uint64_t frameIndex, unsigned width, unsigned height);
|
||||
void ShutdownGl();
|
||||
|
||||
static bool BuildPreparedProgram(
|
||||
const std::string& layerId,
|
||||
const std::string& sourceFingerprint,
|
||||
const RuntimeShaderArtifact& artifact,
|
||||
RuntimePreparedShaderProgram& preparedProgram);
|
||||
|
||||
private:
|
||||
bool EnsureStaticGlResources(std::string& error);
|
||||
bool CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error) const;
|
||||
bool BuildProgram(const std::string& fragmentShaderSource, GLuint& program, GLuint& vertexShader, GLuint& fragmentShader, std::string& error);
|
||||
void AssignSamplerUniforms(GLuint program) const;
|
||||
static bool CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error);
|
||||
static bool BuildProgram(const std::string& fragmentShaderSource, GLuint& program, GLuint& vertexShader, GLuint& fragmentShader, std::string& error);
|
||||
static void AssignSamplerUniforms(GLuint program);
|
||||
void UpdateGlobalParams(uint64_t frameIndex, unsigned width, unsigned height);
|
||||
void BindRuntimeTextures();
|
||||
void DestroyProgram();
|
||||
|
||||
@@ -11,7 +11,7 @@ Only the render thread may bind and use its primary OpenGL context.
|
||||
Allowed on the render thread:
|
||||
|
||||
- GL resource creation and destruction for resources it owns
|
||||
- GL shader/program commit from an already-prepared artifact
|
||||
- GL shader/program swap from an already-prepared GL program
|
||||
- drawing the next frame
|
||||
- async readback queueing and completion polling
|
||||
- publishing completed system-memory frames
|
||||
@@ -28,7 +28,7 @@ Not allowed on the render thread:
|
||||
- blocking console logging
|
||||
- config file discovery or parsing
|
||||
|
||||
If future GL preparation needs to happen off-thread, use an explicit shared-context GL prepare thread. Do not smuggle non-render work back into the cadence loop.
|
||||
If GL preparation happens off-thread, use an explicit shared-context GL prepare thread. Do not smuggle non-render work back into the cadence loop.
|
||||
|
||||
## 2. Render Cadence Does Not Chase Buffers
|
||||
|
||||
@@ -63,11 +63,12 @@ If no completed frame is available, record the miss and keep the ownership bound
|
||||
Runtime shader work is split into two phases:
|
||||
|
||||
1. CPU/build phase outside the render thread
|
||||
2. GL commit phase on the render thread
|
||||
2. shared-context GL preparation outside the render thread where practical
|
||||
3. GL program swap on the render thread
|
||||
|
||||
The CPU/build phase may parse manifests, invoke Slang, validate package shape, and prepare CPU-side data.
|
||||
|
||||
The render thread receives a completed artifact and either commits it at a frame boundary or rejects it. A failed artifact must not disturb the current renderer.
|
||||
The render thread receives completed render-layer artifacts, asks the shared-context prepare worker to compile/link changed GL programs, and only swaps in prepared programs at a frame boundary. A failed artifact or failed GL preparation must not disturb the current renderer.
|
||||
|
||||
The display/render layer model is app-owned. It may track requested shaders, build state, display metadata, and render-ready artifacts, but it must not perform GL work or drive render cadence directly.
|
||||
|
||||
|
||||
@@ -8,8 +8,8 @@ info:
|
||||
The API is intended for local control tools and the bundled React UI. All mutating
|
||||
endpoints return a small action result object.
|
||||
|
||||
WebSocket state streaming is planned for the control UI but is not currently served
|
||||
by RenderCadenceCompositor. Clients should poll `/api/state` until `/ws` is implemented.
|
||||
RenderCadenceCompositor serves `/api/state` for snapshots and `/ws` for local
|
||||
WebSocket state updates consumed by the bundled control UI.
|
||||
servers:
|
||||
- url: http://127.0.0.1:8080
|
||||
description: Default local control server
|
||||
@@ -179,6 +179,24 @@ paths:
|
||||
application/json:
|
||||
schema:
|
||||
$ref: "#/components/schemas/RuntimeState"
|
||||
/ws:
|
||||
get:
|
||||
tags: [State]
|
||||
summary: Stream runtime state over WebSocket
|
||||
description: |
|
||||
Upgrades to a WebSocket connection. The server sends JSON runtime-state
|
||||
snapshots using the same shape as `GET /api/state` whenever the serialized
|
||||
state changes.
|
||||
operationId: streamRuntimeState
|
||||
responses:
|
||||
"101":
|
||||
description: WebSocket protocol upgrade accepted.
|
||||
"400":
|
||||
description: The request was not a valid WebSocket upgrade.
|
||||
content:
|
||||
text/plain:
|
||||
schema:
|
||||
type: string
|
||||
/api/layers/add:
|
||||
post:
|
||||
tags: [Layers]
|
||||
|
||||
@@ -63,6 +63,14 @@ void TestStateEndpointUsesCallback()
|
||||
ExpectEquals(response.body, "{\"ok\":true}", "state endpoint returns callback JSON");
|
||||
}
|
||||
|
||||
void TestWebSocketAcceptKey()
|
||||
{
|
||||
using namespace RenderCadenceCompositor;
|
||||
|
||||
const std::string acceptKey = HttpControlServer::WebSocketAcceptKey("dGhlIHNhbXBsZSBub25jZQ==");
|
||||
ExpectEquals(acceptKey, "s3pPLMBiTxaQ9kYGzzhZRbK+xOo=", "WebSocket accept key matches RFC example");
|
||||
}
|
||||
|
||||
void TestRootServesUiIndex()
|
||||
{
|
||||
using namespace RenderCadenceCompositor;
|
||||
@@ -157,6 +165,7 @@ int main()
|
||||
{
|
||||
TestParsesHttpRequest();
|
||||
TestStateEndpointUsesCallback();
|
||||
TestWebSocketAcceptKey();
|
||||
TestRootServesUiIndex();
|
||||
TestKnownPostEndpointReturnsActionError();
|
||||
TestLayerPostEndpointsUseCallbacks();
|
||||
|
||||
Reference in New Issue
Block a user