225 lines
6.0 KiB
C++
225 lines
6.0 KiB
C++
#include "RuntimeLayerModel.h"
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#include <utility>
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namespace RenderCadenceCompositor
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{
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bool RuntimeLayerModel::InitializeSingleLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& error)
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{
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Clear();
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if (shaderId.empty())
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{
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error.clear();
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return true;
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}
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const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderId);
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if (!shaderPackage)
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{
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error = "Shader '" + shaderId + "' is not in the supported shader catalog.";
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return false;
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}
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Layer layer;
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layer.id = AllocateLayerId();
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layer.shaderId = shaderPackage->id;
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layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
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layer.buildState = RuntimeLayerBuildState::Pending;
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layer.message = "Runtime Slang build is waiting to start.";
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mLayers.push_back(std::move(layer));
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error.clear();
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return true;
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}
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bool RuntimeLayerModel::AddLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& layerId, std::string& error)
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{
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const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderId);
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if (!shaderPackage)
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{
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error = "Shader '" + shaderId + "' is not in the supported shader catalog.";
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return false;
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}
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Layer layer;
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layer.id = AllocateLayerId();
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layer.shaderId = shaderPackage->id;
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layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
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layer.buildState = RuntimeLayerBuildState::Pending;
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layer.message = "Runtime Slang build is waiting to start.";
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layerId = layer.id;
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mLayers.push_back(std::move(layer));
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error.clear();
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return true;
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}
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bool RuntimeLayerModel::RemoveLayer(const std::string& layerId, std::string& error)
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{
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for (auto layerIt = mLayers.begin(); layerIt != mLayers.end(); ++layerIt)
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{
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if (layerIt->id != layerId)
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continue;
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mLayers.erase(layerIt);
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error.clear();
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return true;
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}
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error = "Unknown runtime layer id: " + layerId;
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return false;
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}
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void RuntimeLayerModel::Clear()
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{
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mLayers.clear();
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}
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bool RuntimeLayerModel::MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error)
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{
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Layer* layer = FindLayer(layerId);
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if (!layer)
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{
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error = "Unknown runtime layer id: " + layerId;
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return false;
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}
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layer->buildState = RuntimeLayerBuildState::Pending;
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layer->message = message;
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layer->renderReady = false;
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layer->artifact = RuntimeShaderArtifact();
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error.clear();
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return true;
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}
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bool RuntimeLayerModel::MarkBuildReady(const RuntimeShaderArtifact& artifact, std::string& error)
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{
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Layer* layer = artifact.layerId.empty() ? FindFirstLayerForShader(artifact.shaderId) : FindLayer(artifact.layerId);
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if (!layer)
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{
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error = artifact.layerId.empty()
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? "No runtime layer is waiting for shader artifact: " + artifact.shaderId
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: "No runtime layer is waiting for shader artifact on layer: " + artifact.layerId;
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return false;
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}
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layer->shaderName = artifact.displayName.empty() ? artifact.shaderId : artifact.displayName;
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layer->buildState = RuntimeLayerBuildState::Ready;
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layer->message = artifact.message;
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layer->renderReady = true;
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layer->artifact = artifact;
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error.clear();
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return true;
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}
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bool RuntimeLayerModel::MarkBuildFailedForShader(const std::string& shaderId, const std::string& message)
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{
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Layer* layer = FindFirstLayerForShader(shaderId);
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if (!layer)
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return false;
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std::string error;
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return MarkBuildFailed(layer->id, message, error);
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}
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bool RuntimeLayerModel::MarkBuildFailed(const std::string& layerId, const std::string& message, std::string& error)
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{
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Layer* layer = FindLayer(layerId);
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if (!layer)
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{
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error = "Unknown runtime layer id: " + layerId;
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return false;
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}
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layer->buildState = RuntimeLayerBuildState::Failed;
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layer->message = message;
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layer->renderReady = false;
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layer->artifact = RuntimeShaderArtifact();
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error.clear();
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return true;
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}
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bool RuntimeLayerModel::MarkRenderCommitFailed(const std::string& layerId, const std::string& message, std::string& error)
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{
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return MarkBuildFailed(layerId, message, error);
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}
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RuntimeLayerModelSnapshot RuntimeLayerModel::Snapshot() const
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{
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RuntimeLayerModelSnapshot snapshot;
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snapshot.compileSucceeded = true;
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for (const Layer& layer : mLayers)
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{
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snapshot.displayLayers.push_back(ToReadModel(layer));
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if (!layer.message.empty() && snapshot.compileMessage.empty())
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snapshot.compileMessage = layer.message;
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if (layer.buildState == RuntimeLayerBuildState::Failed)
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snapshot.compileSucceeded = false;
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if (layer.renderReady)
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{
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RuntimeRenderLayerModel renderLayer;
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renderLayer.id = layer.id;
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renderLayer.shaderId = layer.shaderId;
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renderLayer.artifact = layer.artifact;
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snapshot.renderLayers.push_back(std::move(renderLayer));
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}
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}
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if (snapshot.compileMessage.empty())
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snapshot.compileMessage = mLayers.empty() ? "Runtime shader build disabled." : "Runtime shader build has not completed yet.";
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return snapshot;
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}
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std::string RuntimeLayerModel::FirstLayerId() const
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{
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return mLayers.empty() ? std::string() : mLayers.front().id;
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}
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RuntimeLayerModel::Layer* RuntimeLayerModel::FindLayer(const std::string& layerId)
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{
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for (Layer& layer : mLayers)
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{
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if (layer.id == layerId)
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return &layer;
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}
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return nullptr;
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}
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const RuntimeLayerModel::Layer* RuntimeLayerModel::FindLayer(const std::string& layerId) const
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{
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for (const Layer& layer : mLayers)
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{
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if (layer.id == layerId)
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return &layer;
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}
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return nullptr;
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}
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RuntimeLayerModel::Layer* RuntimeLayerModel::FindFirstLayerForShader(const std::string& shaderId)
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{
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for (Layer& layer : mLayers)
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{
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if (layer.shaderId == shaderId)
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return &layer;
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}
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return nullptr;
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}
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std::string RuntimeLayerModel::AllocateLayerId()
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{
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return "runtime-layer-" + std::to_string(mNextLayerNumber++);
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}
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RuntimeLayerReadModel RuntimeLayerModel::ToReadModel(const Layer& layer)
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{
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RuntimeLayerReadModel readModel;
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readModel.id = layer.id;
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readModel.shaderId = layer.shaderId;
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readModel.shaderName = layer.shaderName;
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readModel.bypass = layer.bypass;
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readModel.buildState = layer.buildState;
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readModel.message = layer.message;
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readModel.renderReady = layer.renderReady;
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return readModel;
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}
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}
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