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video-shader-toys/apps/RenderCadenceCompositor/render/RenderThread.h
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INput
2026-05-12 18:39:08 +10:00

96 lines
2.8 KiB
C++

#pragma once
#include "RenderCadenceClock.h"
#include "../runtime/RuntimeLayerModel.h"
#include "../runtime/RuntimeShaderArtifact.h"
#include "runtime/RuntimeRenderScene.h"
#include <atomic>
#include <condition_variable>
#include <cstddef>
#include <cstdint>
#include <mutex>
#include <string>
#include <thread>
class SystemFrameExchange;
class InputFrameMailbox;
class RenderThread
{
public:
struct Config
{
unsigned width = 1920;
unsigned height = 1080;
double frameDurationMilliseconds = 1000.0 / 59.94;
std::size_t pboDepth = 6;
};
struct Metrics
{
uint64_t renderedFrames = 0;
uint64_t completedReadbacks = 0;
uint64_t acquireMisses = 0;
uint64_t pboQueueMisses = 0;
uint64_t clockOverruns = 0;
uint64_t skippedFrames = 0;
uint64_t shaderBuildsCommitted = 0;
uint64_t shaderBuildFailures = 0;
};
RenderThread(SystemFrameExchange& frameExchange, Config config);
RenderThread(SystemFrameExchange& frameExchange, InputFrameMailbox* inputMailbox, Config config);
RenderThread(const RenderThread&) = delete;
RenderThread& operator=(const RenderThread&) = delete;
~RenderThread();
bool Start(std::string& error);
void Stop();
void SubmitRuntimeShaderArtifact(const RuntimeShaderArtifact& artifact);
void SubmitRuntimeRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers);
Metrics GetMetrics() const;
bool IsRunning() const { return mRunning.load(std::memory_order_acquire); }
private:
void ThreadMain();
void SignalStarted();
void SignalStartupFailure(const std::string& error);
void CountRendered();
void CountCompleted();
void CountAcquireMiss();
void TryCommitReadyRuntimeShader(RuntimeRenderScene& runtimeRenderScene);
bool TryTakePendingRuntimeShaderArtifact(RuntimeShaderArtifact& artifact);
bool TryTakePendingRenderLayers(std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers);
SystemFrameExchange& mFrameExchange;
InputFrameMailbox* mInputMailbox = nullptr;
Config mConfig;
std::thread mThread;
std::atomic<bool> mStopping{ false };
std::atomic<bool> mRunning{ false };
mutable std::mutex mStartupMutex;
std::condition_variable mStartupCondition;
bool mStarted = false;
std::string mStartupError;
std::atomic<uint64_t> mRenderedFrames{ 0 };
std::atomic<uint64_t> mCompletedReadbacks{ 0 };
std::atomic<uint64_t> mAcquireMisses{ 0 };
std::atomic<uint64_t> mPboQueueMisses{ 0 };
std::atomic<uint64_t> mClockOverruns{ 0 };
std::atomic<uint64_t> mSkippedFrames{ 0 };
std::atomic<uint64_t> mShaderBuildsCommitted{ 0 };
std::atomic<uint64_t> mShaderBuildFailures{ 0 };
std::mutex mShaderArtifactMutex;
bool mHasPendingShaderArtifact = false;
RuntimeShaderArtifact mPendingShaderArtifact;
std::mutex mRenderLayersMutex;
bool mHasPendingRenderLayers = false;
std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel> mPendingRenderLayers;
};