Files
2026-05-11 20:02:26 +10:00

379 lines
12 KiB
C++

#include "RuntimeUpdateController.h"
#include "RenderEngine.h"
#include "RuntimeEventDispatcher.h"
#include "RuntimeServices.h"
#include "RuntimeStore.h"
#include "ShaderBuildQueue.h"
#include "VideoBackend.h"
#include <variant>
namespace
{
RuntimeCoordinatorRenderResetScope ToRuntimeCoordinatorRenderResetScope(RuntimeEventRenderResetScope scope)
{
switch (scope)
{
case RuntimeEventRenderResetScope::TemporalHistoryOnly:
return RuntimeCoordinatorRenderResetScope::TemporalHistoryOnly;
case RuntimeEventRenderResetScope::TemporalHistoryAndFeedback:
return RuntimeCoordinatorRenderResetScope::TemporalHistoryAndFeedback;
case RuntimeEventRenderResetScope::None:
default:
return RuntimeCoordinatorRenderResetScope::None;
}
}
}
RuntimeUpdateController::RuntimeUpdateController(
RuntimeStore& runtimeStore,
RuntimeCoordinator& runtimeCoordinator,
RuntimeEventDispatcher& runtimeEventDispatcher,
RuntimeServices& runtimeServices,
RenderEngine& renderEngine,
ShaderBuildQueue& shaderBuildQueue,
VideoBackend& videoBackend) :
mRuntimeStore(runtimeStore),
mRuntimeCoordinator(runtimeCoordinator),
mRuntimeEventDispatcher(runtimeEventDispatcher),
mRuntimeServices(runtimeServices),
mRenderEngine(renderEngine),
mShaderBuildQueue(shaderBuildQueue),
mVideoBackend(videoBackend)
{
mRuntimeEventDispatcher.Subscribe(
RuntimeEventType::RuntimeStateBroadcastRequested,
[this](const RuntimeEvent& event) { HandleRuntimeStateBroadcastRequested(event); });
mRuntimeEventDispatcher.Subscribe(
RuntimeEventType::RuntimeReloadRequested,
[this](const RuntimeEvent& event) { HandleRuntimeReloadRequested(event); });
mRuntimeEventDispatcher.Subscribe(
RuntimeEventType::RuntimePersistenceRequested,
[this](const RuntimeEvent& event) { HandleRuntimePersistenceRequested(event); });
mRuntimeEventDispatcher.Subscribe(
RuntimeEventType::ShaderBuildRequested,
[this](const RuntimeEvent& event) { HandleShaderBuildRequested(event); });
mRuntimeEventDispatcher.Subscribe(
RuntimeEventType::ShaderBuildPrepared,
[this](const RuntimeEvent& event) { HandleShaderBuildPrepared(event); });
mRuntimeEventDispatcher.Subscribe(
RuntimeEventType::ShaderBuildFailed,
[this](const RuntimeEvent& event) { HandleShaderBuildFailed(event); });
mRuntimeEventDispatcher.Subscribe(
RuntimeEventType::CompileStatusChanged,
[this](const RuntimeEvent& event) { HandleCompileStatusChanged(event); });
mRuntimeEventDispatcher.Subscribe(
RuntimeEventType::RenderResetRequested,
[this](const RuntimeEvent& event) { HandleRenderResetRequested(event); });
}
bool RuntimeUpdateController::ApplyRuntimeCoordinatorResult(const RuntimeCoordinatorResult& result, std::string* error)
{
if (!result.accepted)
{
if (error)
*error = result.errorMessage;
return false;
}
if (result.compileStatusChanged)
{
mRuntimeStore.SetCompileStatus(result.compileStatusSucceeded, result.compileStatusMessage);
++mPendingCoordinatorCompileStatusEvents;
}
if (result.clearReloadRequest)
mRuntimeStore.ClearReloadRequest();
mRuntimeCoordinator.ApplyCommittedStateMode(result.committedStateMode);
switch (result.transientOscInvalidation)
{
case RuntimeCoordinatorTransientOscInvalidation::All:
mRenderEngine.ClearOscOverlayState();
mRuntimeServices.ClearOscState();
break;
case RuntimeCoordinatorTransientOscInvalidation::Layer:
mRenderEngine.ClearOscOverlayStateForLayerKey(result.transientOscLayerKey);
mRuntimeServices.ClearOscStateForLayerKey(result.transientOscLayerKey);
break;
case RuntimeCoordinatorTransientOscInvalidation::None:
default:
break;
}
mRenderEngine.ApplyRuntimeCoordinatorRenderReset(result.renderResetScope);
if (result.renderResetScope != RuntimeCoordinatorRenderResetScope::None)
++mPendingCoordinatorRenderResetEvents;
if (result.shaderBuildRequested)
{
RequestShaderBuild();
++mPendingCoordinatorShaderBuildEvents;
}
if (result.runtimeStateBroadcastRequired)
BroadcastRuntimeState();
return true;
}
bool RuntimeUpdateController::ProcessRuntimeWork()
{
DispatchRuntimeEvents();
return ConsumeReadyShaderBuild(0, true, true);
}
void RuntimeUpdateController::RequestShaderBuild()
{
mShaderBuildQueue.RequestBuild(mVideoBackend.InputFrameWidth(), mVideoBackend.InputFrameHeight());
}
void RuntimeUpdateController::BroadcastRuntimeState()
{
RuntimeStateBroadcastRequestedEvent event;
event.reason = "runtime-state-changed";
if (!mRuntimeEventDispatcher.PublishPayload(event, "RuntimeUpdateController"))
{
mRuntimeServices.BroadcastState();
return;
}
DispatchRuntimeEvents();
}
void RuntimeUpdateController::HandleRuntimeStateBroadcastRequested(const RuntimeEvent& event)
{
if (event.source == "ControlServices")
return;
mRuntimeServices.BroadcastState();
}
void RuntimeUpdateController::HandleRuntimeReloadRequested(const RuntimeEvent& event)
{
const RuntimeReloadRequestedEvent* payload = std::get_if<RuntimeReloadRequestedEvent>(&event.payload);
if (!payload)
return;
mRuntimeStore.ClearReloadRequest();
}
void RuntimeUpdateController::HandleRuntimePersistenceRequested(const RuntimeEvent& event)
{
const RuntimePersistenceRequestedEvent* payload = std::get_if<RuntimePersistenceRequestedEvent>(&event.payload);
if (!payload)
return;
std::string error;
mRuntimeStore.RequestPersistence(payload->request, error);
}
void RuntimeUpdateController::HandleShaderBuildRequested(const RuntimeEvent& event)
{
const ShaderBuildEvent* payload = std::get_if<ShaderBuildEvent>(&event.payload);
if (!payload || payload->phase != RuntimeEventShaderBuildPhase::Requested)
return;
if (ShouldSuppressCoordinatorFollowUp(event, mPendingCoordinatorShaderBuildEvents))
return;
RequestShaderBuild();
}
void RuntimeUpdateController::HandleShaderBuildPrepared(const RuntimeEvent& event)
{
const ShaderBuildEvent* payload = std::get_if<ShaderBuildEvent>(&event.payload);
if (!payload || payload->phase != RuntimeEventShaderBuildPhase::Prepared)
return;
ConsumeReadyShaderBuild(payload->generation, false, true);
}
void RuntimeUpdateController::HandleShaderBuildFailed(const RuntimeEvent& event)
{
const ShaderBuildEvent* payload = std::get_if<ShaderBuildEvent>(&event.payload);
if (!payload || payload->phase != RuntimeEventShaderBuildPhase::Failed)
return;
ConsumeReadyShaderBuild(payload->generation, false, false);
}
void RuntimeUpdateController::HandleCompileStatusChanged(const RuntimeEvent& event)
{
const CompileStatusChangedEvent* payload = std::get_if<CompileStatusChangedEvent>(&event.payload);
if (!payload)
return;
if (ShouldSuppressCoordinatorFollowUp(event, mPendingCoordinatorCompileStatusEvents))
return;
mRuntimeStore.SetCompileStatus(payload->succeeded, payload->message);
}
void RuntimeUpdateController::HandleRenderResetRequested(const RuntimeEvent& event)
{
const RenderResetEvent* payload = std::get_if<RenderResetEvent>(&event.payload);
if (!payload || payload->applied)
return;
if (ShouldSuppressCoordinatorFollowUp(event, mPendingCoordinatorRenderResetEvents))
return;
mRenderEngine.ApplyRuntimeCoordinatorRenderReset(ToRuntimeCoordinatorRenderResetScope(payload->scope));
}
bool RuntimeUpdateController::ConsumeReadyShaderBuild(uint64_t expectedGeneration, bool publishPreparedEvent, bool publishFailureEvent)
{
PreparedShaderBuild readyBuild;
const bool consumed = expectedGeneration == 0
? mShaderBuildQueue.TryConsumeReadyBuild(readyBuild)
: mShaderBuildQueue.TryConsumeReadyBuild(expectedGeneration, readyBuild);
if (!consumed)
return true;
const unsigned inputWidth = mVideoBackend.InputFrameWidth();
const unsigned inputHeight = mVideoBackend.InputFrameHeight();
if (!readyBuild.succeeded)
{
if (publishFailureEvent)
{
PublishShaderBuildLifecycleEvent(
RuntimeEventShaderBuildPhase::Failed,
readyBuild.generation,
inputWidth,
inputHeight,
false,
readyBuild.message);
DispatchRuntimeEvents();
}
ApplyRuntimeCoordinatorResult(mRuntimeCoordinator.HandlePreparedShaderBuildFailure(readyBuild.message));
return false;
}
if (publishPreparedEvent)
{
PublishShaderBuildLifecycleEvent(
RuntimeEventShaderBuildPhase::Prepared,
readyBuild.generation,
inputWidth,
inputHeight,
true,
readyBuild.message);
DispatchRuntimeEvents();
}
char compilerErrorMessage[1024] = {};
if (!mRenderEngine.ApplyPreparedShaderBuild(
readyBuild,
inputWidth,
inputHeight,
mRuntimeCoordinator.PreserveFeedbackOnNextShaderBuild(),
sizeof(compilerErrorMessage),
compilerErrorMessage))
{
const std::string errorMessage = compilerErrorMessage;
if (publishFailureEvent)
{
PublishShaderBuildLifecycleEvent(
RuntimeEventShaderBuildPhase::Failed,
readyBuild.generation,
inputWidth,
inputHeight,
false,
errorMessage);
DispatchRuntimeEvents();
}
ApplyRuntimeCoordinatorResult(mRuntimeCoordinator.HandlePreparedShaderBuildFailure(errorMessage));
return false;
}
PublishShaderBuildLifecycleEvent(
RuntimeEventShaderBuildPhase::Applied,
readyBuild.generation,
inputWidth,
inputHeight,
true,
"Shader layers applied successfully.");
ApplyRuntimeCoordinatorResult(mRuntimeCoordinator.HandlePreparedShaderBuildSuccess());
return true;
}
void RuntimeUpdateController::PublishShaderBuildLifecycleEvent(
RuntimeEventShaderBuildPhase phase,
uint64_t generation,
unsigned inputWidth,
unsigned inputHeight,
bool succeeded,
const std::string& message)
{
ShaderBuildEvent event;
event.phase = phase;
event.generation = generation;
event.inputWidth = inputWidth;
event.inputHeight = inputHeight;
event.preserveFeedbackState = mRuntimeCoordinator.PreserveFeedbackOnNextShaderBuild();
event.succeeded = succeeded;
event.message = message;
mRuntimeEventDispatcher.PublishPayload(event, "RuntimeUpdateController");
}
bool RuntimeUpdateController::ShouldSuppressCoordinatorFollowUp(const RuntimeEvent& event, std::size_t& pendingSuppressions)
{
if (event.source != "RuntimeCoordinator")
return false;
if (pendingSuppressions > 0)
--pendingSuppressions;
return true;
}
RuntimeEventDispatchResult RuntimeUpdateController::DispatchRuntimeEvents(std::size_t maxEvents)
{
RuntimeEventDispatchResult result = mRuntimeEventDispatcher.DispatchPending(maxEvents);
const RuntimeEventQueueMetrics queueMetrics = mRuntimeEventDispatcher.GetQueueMetrics();
HealthTelemetry& telemetry = mRuntimeStore.GetHealthTelemetry();
telemetry.TryRecordRuntimeEventDispatchStats(
result.dispatchedEvents,
result.handlerInvocations,
result.handlerFailures,
result.dispatchDurationMilliseconds);
telemetry.TryRecordRuntimeEventQueueMetrics(
"runtime-events",
queueMetrics.depth,
queueMetrics.capacity,
static_cast<uint64_t>(queueMetrics.droppedCount),
queueMetrics.oldestEventAgeMilliseconds);
PublishRuntimeEventHealthObservations(result);
return result;
}
void RuntimeUpdateController::PublishRuntimeEventHealthObservations(const RuntimeEventDispatchResult& result)
{
const RuntimeEventQueueMetrics queueMetrics = mRuntimeEventDispatcher.GetQueueMetrics();
if (queueMetrics.depth != mLastReportedRuntimeEventQueueDepth ||
queueMetrics.droppedCount != mLastReportedRuntimeEventDroppedCount ||
queueMetrics.coalescedCount != mLastReportedRuntimeEventCoalescedCount)
{
QueueDepthChangedEvent queueDepth;
queueDepth.queueName = "runtime-events";
queueDepth.depth = queueMetrics.depth;
queueDepth.capacity = queueMetrics.capacity;
queueDepth.droppedCount = queueMetrics.droppedCount;
queueDepth.coalescedCount = queueMetrics.coalescedCount;
mRuntimeEventDispatcher.PublishPayload(queueDepth, "HealthTelemetry");
mLastReportedRuntimeEventQueueDepth = queueMetrics.depth;
mLastReportedRuntimeEventDroppedCount = queueMetrics.droppedCount;
mLastReportedRuntimeEventCoalescedCount = queueMetrics.coalescedCount;
}
if (result.handlerInvocations == 0 && result.handlerFailures == 0)
return;
TimingSampleRecordedEvent timing;
timing.subsystem = "RuntimeEventDispatcher";
timing.metric = "dispatchDuration";
timing.value = result.dispatchDurationMilliseconds;
timing.unit = "ms";
mRuntimeEventDispatcher.PublishPayload(timing, "HealthTelemetry");
}