#include "SupportedShaderCatalog.h" #include "ShaderPackageRegistry.h" #include #include 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 packagesById; std::vector packageOrder; std::vector 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; } }