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video-shader-toys/src/app/RuntimeLayerControllerBuild.cpp
Aiden 081364e764
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Font builder
2026-05-20 15:49:29 +10:00

130 lines
3.7 KiB
C++

#include "RuntimeLayerController.h"
#include "AppConfigProvider.h"
#include "../logging/Logger.h"
#include <filesystem>
namespace RenderCadenceCompositor
{
void RuntimeLayerController::LoadSupportedShaderCatalog(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames)
{
const std::filesystem::path shaderRoot = FindRepoPath(shaderLibrary);
std::string error;
if (!mShaderCatalog.Load(shaderRoot, maxTemporalHistoryFrames, error))
{
LogWarning("runtime-shader", "Supported shader catalog is empty: " + error);
return;
}
std::size_t preparedFontAtlases = 0;
for (const auto& entry : mShaderCatalog.FontAtlases())
preparedFontAtlases += entry.second.size();
Log(
"runtime-shader",
"Supported shader catalog loaded with " + std::to_string(mShaderCatalog.Shaders().size()) +
" shader(s), prepared " + std::to_string(preparedFontAtlases) + " font atlas asset(s).");
}
void RuntimeLayerController::InitializeLayerModel(std::string& runtimeShaderId)
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
std::string error;
if (!mRuntimeLayerModel.InitializeSingleLayer(mShaderCatalog, runtimeShaderId, error))
{
LogWarning("runtime-shader", error + " Runtime shader build disabled.");
runtimeShaderId.clear();
mRuntimeLayerModel.Clear();
}
}
void RuntimeLayerController::StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId)
{
CleanupRetiredShaderBuilds();
RetireLayerShaderBuild(layerId);
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
std::string error;
mRuntimeLayerModel.MarkBuildStarted(layerId, "Runtime Slang build started for shader '" + shaderId + "'.", error);
}
auto bridge = std::make_unique<RuntimeShaderBridge>();
RuntimeShaderBridge* bridgePtr = bridge.get();
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
mShaderBuilds[layerId] = std::move(bridge);
}
bridgePtr->Start(
layerId,
shaderId,
[this](const RuntimeShaderArtifact& artifact) {
if (MarkRuntimeBuildReady(artifact))
PublishRuntimeRenderLayers();
},
[this, layerId](const std::string& message) {
MarkRuntimeBuildFailedForLayer(layerId, message);
LogError("runtime-shader", "Runtime Slang build failed: " + message);
});
}
void RuntimeLayerController::RetireLayerShaderBuild(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())
return;
bridge = std::move(bridgeIt->second);
mShaderBuilds.erase(bridgeIt);
bridge->RequestStop();
mRetiredShaderBuilds.push_back(std::move(bridge));
}
}
void RuntimeLayerController::CleanupRetiredShaderBuilds()
{
std::vector<std::unique_ptr<RuntimeShaderBridge>> readyToStop;
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
for (auto it = mRetiredShaderBuilds.begin(); it != mRetiredShaderBuilds.end();)
{
if ((*it)->CanStopWithoutWaiting())
{
readyToStop.push_back(std::move(*it));
it = mRetiredShaderBuilds.erase(it);
continue;
}
++it;
}
}
for (std::unique_ptr<RuntimeShaderBridge>& bridge : readyToStop)
bridge->Stop();
}
void RuntimeLayerController::StopAllRuntimeShaderBuilds()
{
std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> builds;
std::vector<std::unique_ptr<RuntimeShaderBridge>> retiredBuilds;
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
builds.swap(mShaderBuilds);
retiredBuilds.swap(mRetiredShaderBuilds);
}
for (auto& entry : builds)
entry.second->Stop();
for (auto& bridge : retiredBuilds)
bridge->Stop();
}
std::string RuntimeLayerController::FirstRuntimeLayerId() const
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
return mRuntimeLayerModel.FirstLayerId();
}
}