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video-shader-toys/apps/RenderCadenceCompositor/render/runtime/RuntimeRenderScene.cpp
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Update shader
2026-05-12 16:52:15 +10:00

279 lines
7.6 KiB
C++

#include "RuntimeRenderScene.h"
#include "../../platform/HiddenGlWindow.h"
#include <algorithm>
#include <functional>
#include <utility>
#ifndef GL_FRAMEBUFFER_BINDING
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#endif
RuntimeRenderScene::~RuntimeRenderScene()
{
ShutdownGl();
}
bool RuntimeRenderScene::StartPrepareWorker(std::unique_ptr<HiddenGlWindow> sharedWindow, std::string& error)
{
return mPrepareWorker.Start(std::move(sharedWindow), error);
}
bool RuntimeRenderScene::CommitRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers, std::string& error)
{
ConsumePreparedPrograms();
std::vector<std::string> nextOrder;
std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel> layersToPrepare;
nextOrder.reserve(layers.size());
for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
nextOrder.push_back(layer.id);
for (auto layerIt = mLayers.begin(); layerIt != mLayers.end();)
{
const bool stillPresent = std::find(nextOrder.begin(), nextOrder.end(), layerIt->layerId) != nextOrder.end();
if (stillPresent)
{
++layerIt;
continue;
}
if (layerIt->renderer)
layerIt->renderer->ShutdownGl();
layerIt = mLayers.erase(layerIt);
}
for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
{
if (layer.artifact.fragmentShaderSource.empty())
continue;
const std::string fingerprint = Fingerprint(layer.artifact);
LayerProgram* program = FindLayer(layer.id);
if (!program)
{
LayerProgram next;
next.layerId = layer.id;
next.renderer = std::make_unique<RuntimeShaderRenderer>();
mLayers.push_back(std::move(next));
program = &mLayers.back();
}
if (program->shaderId == layer.shaderId && program->sourceFingerprint == fingerprint && program->renderer && program->renderer->HasProgram())
continue;
if (program->pendingFingerprint == fingerprint)
continue;
program->shaderId = layer.shaderId;
program->pendingFingerprint = fingerprint;
layersToPrepare.push_back(layer);
}
mLayerOrder = std::move(nextOrder);
if (!layersToPrepare.empty())
mPrepareWorker.Submit(layersToPrepare);
error.clear();
return true;
}
bool RuntimeRenderScene::HasLayers()
{
ConsumePreparedPrograms();
for (const std::string& layerId : mLayerOrder)
{
const LayerProgram* layer = FindLayer(layerId);
if (layer && layer->renderer && layer->renderer->HasProgram())
return true;
}
return false;
}
void RuntimeRenderScene::RenderFrame(uint64_t frameIndex, unsigned width, unsigned height)
{
ConsumePreparedPrograms();
std::vector<LayerProgram*> readyLayers;
for (const std::string& layerId : mLayerOrder)
{
LayerProgram* layer = FindLayer(layerId);
if (!layer || !layer->renderer || !layer->renderer->HasProgram())
continue;
readyLayers.push_back(layer);
}
if (readyLayers.empty())
return;
GLint outputFramebuffer = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &outputFramebuffer);
if (readyLayers.size() == 1)
{
readyLayers.front()->renderer->RenderFrame(frameIndex, width, height);
return;
}
if (!EnsureLayerTargets(width, height))
{
glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(outputFramebuffer));
readyLayers.back()->renderer->RenderFrame(frameIndex, width, height);
return;
}
GLuint layerInputTexture = 0;
std::size_t nextTargetIndex = 0;
for (std::size_t layerIndex = 0; layerIndex < readyLayers.size(); ++layerIndex)
{
const bool isFinalLayer = layerIndex == readyLayers.size() - 1;
if (isFinalLayer)
{
glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(outputFramebuffer));
readyLayers[layerIndex]->renderer->RenderFrame(frameIndex, width, height, layerInputTexture, layerInputTexture);
continue;
}
glBindFramebuffer(GL_FRAMEBUFFER, mLayerFramebuffers[nextTargetIndex]);
readyLayers[layerIndex]->renderer->RenderFrame(frameIndex, width, height, layerInputTexture, layerInputTexture);
layerInputTexture = mLayerTextures[nextTargetIndex];
nextTargetIndex = 1 - nextTargetIndex;
}
}
void RuntimeRenderScene::ShutdownGl()
{
mPrepareWorker.Stop();
for (LayerProgram& layer : mLayers)
{
if (layer.renderer)
layer.renderer->ShutdownGl();
}
mLayers.clear();
mLayerOrder.clear();
DestroyLayerTargets();
}
void RuntimeRenderScene::ConsumePreparedPrograms()
{
RuntimePreparedShaderProgram preparedProgram;
while (mPrepareWorker.TryConsume(preparedProgram))
{
if (!preparedProgram.succeeded)
{
preparedProgram.ReleaseGl();
continue;
}
LayerProgram* layer = FindLayer(preparedProgram.layerId);
if (!layer || layer->pendingFingerprint != preparedProgram.sourceFingerprint)
{
preparedProgram.ReleaseGl();
continue;
}
std::unique_ptr<RuntimeShaderRenderer> nextRenderer = std::make_unique<RuntimeShaderRenderer>();
std::string error;
if (!nextRenderer->CommitPreparedProgram(preparedProgram, error))
{
preparedProgram.ReleaseGl();
continue;
}
if (layer->renderer)
layer->renderer->ShutdownGl();
layer->renderer = std::move(nextRenderer);
layer->shaderId = preparedProgram.shaderId;
layer->sourceFingerprint = preparedProgram.sourceFingerprint;
layer->pendingFingerprint.clear();
}
}
bool RuntimeRenderScene::EnsureLayerTargets(unsigned width, unsigned height)
{
if (width == 0 || height == 0)
return false;
if (mLayerFramebuffers[0] != 0 && mLayerFramebuffers[1] != 0 && mLayerTextures[0] != 0 && mLayerTextures[1] != 0
&& mLayerTargetWidth == width && mLayerTargetHeight == height)
return true;
DestroyLayerTargets();
mLayerTargetWidth = width;
mLayerTargetHeight = height;
glGenFramebuffers(2, mLayerFramebuffers);
glGenTextures(2, mLayerTextures);
for (int index = 0; index < 2; ++index)
{
glBindTexture(GL_TEXTURE_2D, mLayerTextures[index]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA8,
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
0,
GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV,
nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, mLayerFramebuffers[index]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mLayerTextures[index], 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
DestroyLayerTargets();
return false;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void RuntimeRenderScene::DestroyLayerTargets()
{
if (mLayerFramebuffers[0] != 0 || mLayerFramebuffers[1] != 0)
glDeleteFramebuffers(2, mLayerFramebuffers);
if (mLayerTextures[0] != 0 || mLayerTextures[1] != 0)
glDeleteTextures(2, mLayerTextures);
mLayerFramebuffers[0] = 0;
mLayerFramebuffers[1] = 0;
mLayerTextures[0] = 0;
mLayerTextures[1] = 0;
mLayerTargetWidth = 0;
mLayerTargetHeight = 0;
}
RuntimeRenderScene::LayerProgram* RuntimeRenderScene::FindLayer(const std::string& layerId)
{
for (LayerProgram& layer : mLayers)
{
if (layer.layerId == layerId)
return &layer;
}
return nullptr;
}
const RuntimeRenderScene::LayerProgram* RuntimeRenderScene::FindLayer(const std::string& layerId) const
{
for (const LayerProgram& layer : mLayers)
{
if (layer.layerId == layerId)
return &layer;
}
return nullptr;
}
std::string RuntimeRenderScene::Fingerprint(const RuntimeShaderArtifact& artifact)
{
const std::hash<std::string> hasher;
return artifact.shaderId + ":" + std::to_string(artifact.fragmentShaderSource.size()) + ":" + std::to_string(hasher(artifact.fragmentShaderSource));
}