#pragma once #include "AppConfig.h" #include "AppConfigProvider.h" #include "../logging/Logger.h" #include "../runtime/RuntimeShaderBridge.h" #include "../runtime/SupportedShaderCatalog.h" #include "../control/RuntimeStateJson.h" #include "../telemetry/TelemetryHealthMonitor.h" #include "../video/DeckLinkOutput.h" #include "../video/DeckLinkOutputThread.h" #include #include #include #include #include #include namespace RenderCadenceCompositor { namespace detail { template auto StartRenderThread(RenderThread& renderThread, std::string& error, int) -> decltype(renderThread.Start(error), bool()) { return renderThread.Start(error); } template bool StartRenderThreadWithoutError(RenderThread& renderThread, std::true_type) { return renderThread.Start(); } template bool StartRenderThreadWithoutError(RenderThread& renderThread, std::false_type) { renderThread.Start(); return true; } template auto StartRenderThread(RenderThread& renderThread, std::string&, long) -> decltype(renderThread.Start(), bool()) { return StartRenderThreadWithoutError(renderThread, std::is_same()); } } template class RenderCadenceApp { public: RenderCadenceApp(RenderThread& renderThread, SystemFrameExchange& frameExchange, AppConfig config = DefaultAppConfig()) : mRenderThread(renderThread), mFrameExchange(frameExchange), mConfig(config), mOutputThread(mOutput, mFrameExchange, mConfig.outputThread), mTelemetryHealth(mConfig.telemetry) { } RenderCadenceApp(const RenderCadenceApp&) = delete; RenderCadenceApp& operator=(const RenderCadenceApp&) = delete; ~RenderCadenceApp() { Stop(); } bool Start(std::string& error) { LoadSupportedShaderCatalog(); Log("app", "Starting render thread."); if (!detail::StartRenderThread(mRenderThread, error, 0)) { LogError("app", "Render thread start failed: " + error); Stop(); return false; } StartRuntimeShaderBuild(); Log("app", "Waiting for rendered warmup frames."); if (!mFrameExchange.WaitForCompletedDepth(mConfig.warmupCompletedFrames, mConfig.warmupTimeout)) { error = "Timed out waiting for rendered warmup frames."; LogError("app", error); Stop(); return false; } StartOptionalVideoOutput(); mTelemetryHealth.Start(mFrameExchange, mOutput, mOutputThread, mRenderThread); StartHttpServer(); Log("app", "RenderCadenceCompositor started."); mStarted = true; return true; } void Stop() { mHttpServer.Stop(); mTelemetryHealth.Stop(); mOutputThread.Stop(); mOutput.Stop(); StopRuntimeShaderBuild(); mRenderThread.Stop(); mOutput.ReleaseResources(); if (mStarted) Log("app", "RenderCadenceCompositor shutdown complete."); mStarted = false; } bool Started() const { return mStarted; } const DeckLinkOutput& Output() const { return mOutput; } private: void StartOptionalVideoOutput() { std::string outputError; Log("app", "Initializing optional DeckLink output."); if (!mOutput.Initialize( mConfig.deckLink, [this](const VideoIOCompletion& completion) { mFrameExchange.ReleaseScheduledByBytes(completion.outputFrameBuffer); }, outputError)) { DisableVideoOutput("DeckLink output unavailable: " + outputError); return; } Log("app", "Starting DeckLink output thread."); if (!mOutputThread.Start()) { DisableVideoOutput("DeckLink output thread failed to start."); return; } Log("app", "Waiting for DeckLink preroll frames."); if (!WaitForPreroll()) { DisableVideoOutput("Timed out waiting for DeckLink preroll frames."); return; } Log("app", "Starting DeckLink scheduled playback."); if (!mOutput.StartScheduledPlayback(outputError)) { DisableVideoOutput("DeckLink scheduled playback failed: " + outputError); return; } mVideoOutputEnabled = true; mVideoOutputStatus = "DeckLink scheduled output running."; Log("app", mVideoOutputStatus); } void DisableVideoOutput(const std::string& reason) { mOutputThread.Stop(); mOutput.Stop(); mOutput.ReleaseResources(); mFrameExchange.Clear(); mVideoOutputEnabled = false; mVideoOutputStatus = reason; LogWarning("app", reason + " Continuing without video output."); } void StartHttpServer() { HttpControlServerCallbacks callbacks; callbacks.getStateJson = [this]() { return BuildStateJson(); }; std::string error; if (!mHttpServer.Start( FindRepoPath("ui/dist"), FindRepoPath("docs"), mConfig.http, callbacks, error)) { LogWarning("http", "HTTP control server did not start: " + error); return; } } std::string BuildStateJson() { CadenceTelemetrySnapshot telemetry = mHttpTelemetry.Sample(mFrameExchange, mOutput, mOutputThread, mRenderThread); RuntimeDisplayState runtimeState = CopyRuntimeDisplayState(telemetry); return RuntimeStateToJson(RuntimeStateJsonInput{ mConfig, telemetry, mHttpServer.Port(), mVideoOutputEnabled, mVideoOutputStatus, mShaderCatalog.Shaders(), runtimeState.compileSucceeded, runtimeState.compileMessage, runtimeState.activeShaderPackage }); } bool WaitForPreroll() const { const auto deadline = std::chrono::steady_clock::now() + mConfig.prerollTimeout; while (std::chrono::steady_clock::now() < deadline) { if (mFrameExchange.Metrics().scheduledCount >= mConfig.outputThread.targetBufferedFrames) return true; std::this_thread::sleep_for(mConfig.prerollPoll); } return false; } void StartRuntimeShaderBuild() { if (mConfig.runtimeShaderId.empty()) { Log("runtime-shader", "Runtime shader build disabled."); return; } Log("runtime-shader", "Starting background Slang build for shader '" + mConfig.runtimeShaderId + "'."); SetRuntimeDisplayState(true, "Runtime Slang build started for shader '" + mConfig.runtimeShaderId + "'.", mConfig.runtimeShaderId); mShaderBridge.Start( mConfig.runtimeShaderId, [this](const RuntimeShaderArtifact& artifact) { SetRuntimeDisplayState(true, artifact.message.empty() ? "Runtime shader artifact is ready." : artifact.message, artifact.shaderId); mRenderThread.SubmitRuntimeShaderArtifact(artifact); }, [this](const std::string& message) { SetRuntimeDisplayState(false, message); LogError("runtime-shader", "Runtime Slang build failed: " + message); }); } void LoadSupportedShaderCatalog() { const std::filesystem::path shaderRoot = FindRepoPath(mConfig.shaderLibrary); std::string error; if (!mShaderCatalog.Load(shaderRoot, static_cast(mConfig.maxTemporalHistoryFrames), error)) { LogWarning("runtime-shader", "Supported shader catalog is empty: " + error); return; } Log("runtime-shader", "Supported shader catalog loaded with " + std::to_string(mShaderCatalog.Shaders().size()) + " shader(s)."); } void StopRuntimeShaderBuild() { mShaderBridge.Stop(); } struct RuntimeDisplayState { bool compileSucceeded = true; std::string compileMessage; const ShaderPackage* activeShaderPackage = nullptr; }; void SetRuntimeDisplayState(bool compileSucceeded, const std::string& compileMessage, const std::string& activeShaderId = std::string()) { std::lock_guard lock(mRuntimeDisplayMutex); mRuntimeCompileSucceeded = compileSucceeded; mRuntimeCompileMessage = compileMessage; if (!activeShaderId.empty()) mActiveShaderId = activeShaderId; } RuntimeDisplayState CopyRuntimeDisplayState(const CadenceTelemetrySnapshot& telemetry) const { std::lock_guard lock(mRuntimeDisplayMutex); RuntimeDisplayState state; state.compileSucceeded = mRuntimeCompileSucceeded && telemetry.shaderBuildFailures == 0; state.compileMessage = mRuntimeCompileMessage; if (telemetry.shaderBuildFailures > 0) state.compileMessage = "Runtime shader GL commit failed; see logs for details."; if (state.compileMessage.empty()) state.compileMessage = mConfig.runtimeShaderId.empty() ? "Runtime shader build disabled." : "Runtime shader build has not completed yet."; state.activeShaderPackage = mShaderCatalog.FindPackage(mActiveShaderId); return state; } RenderThread& mRenderThread; SystemFrameExchange& mFrameExchange; AppConfig mConfig; DeckLinkOutput mOutput; DeckLinkOutputThread mOutputThread; TelemetryHealthMonitor mTelemetryHealth; CadenceTelemetry mHttpTelemetry; HttpControlServer mHttpServer; RuntimeShaderBridge mShaderBridge; SupportedShaderCatalog mShaderCatalog; mutable std::mutex mRuntimeDisplayMutex; bool mRuntimeCompileSucceeded = true; std::string mRuntimeCompileMessage; std::string mActiveShaderId; bool mStarted = false; bool mVideoOutputEnabled = false; std::string mVideoOutputStatus = "DeckLink output not started."; }; }