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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/runtime/RuntimeSnapshotProvider.cpp
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Runtime snapshot provider changes
2026-05-11 00:18:01 +10:00

257 lines
8.8 KiB
C++

#include "RuntimeSnapshotProvider.h"
#include "RuntimeClock.h"
#include <algorithm>
#include <mutex>
#include <utility>
RuntimeSnapshotProvider::RuntimeSnapshotProvider(RuntimeHost& runtimeHost) :
mRuntimeHost(runtimeHost)
{
}
bool RuntimeSnapshotProvider::BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error) const
{
return mRuntimeHost.BuildLayerPassFragmentShaderSources(layerId, passSources, error);
}
unsigned RuntimeSnapshotProvider::GetMaxTemporalHistoryFrames() const
{
return mRuntimeHost.GetMaxTemporalHistoryFrames();
}
RuntimeSnapshotVersions RuntimeSnapshotProvider::GetVersions() const
{
RuntimeSnapshotVersions versions;
versions.renderStateVersion = mRuntimeHost.GetRenderStateVersion();
versions.parameterStateVersion = mRuntimeHost.GetParameterStateVersion();
return versions;
}
RuntimeRenderFrameContext RuntimeSnapshotProvider::GetFrameContext() const
{
std::vector<RuntimeRenderState> stateScratch(1);
RefreshDynamicRenderStateFields(stateScratch);
RuntimeRenderFrameContext frameContext;
const RuntimeRenderState& state = stateScratch.front();
frameContext.timeSeconds = state.timeSeconds;
frameContext.utcTimeSeconds = state.utcTimeSeconds;
frameContext.utcOffsetSeconds = state.utcOffsetSeconds;
frameContext.startupRandom = state.startupRandom;
frameContext.frameCount = state.frameCount;
return frameContext;
}
void RuntimeSnapshotProvider::AdvanceFrame()
{
mRuntimeHost.AdvanceFrame();
}
bool RuntimeSnapshotProvider::TryAdvanceFrame()
{
return mRuntimeHost.TryAdvanceFrame();
}
RuntimeRenderStateSnapshot RuntimeSnapshotProvider::GetRenderStateSnapshot(unsigned outputWidth, unsigned outputHeight) const
{
for (;;)
{
const RuntimeSnapshotVersions versionsBefore = GetVersions();
RuntimeRenderStateSnapshot snapshot;
snapshot.outputWidth = outputWidth;
snapshot.outputHeight = outputHeight;
snapshot.states = GetLayerRenderStates(outputWidth, outputHeight);
const RuntimeSnapshotVersions versionsAfter = GetVersions();
if (versionsBefore.renderStateVersion == versionsAfter.renderStateVersion &&
versionsBefore.parameterStateVersion == versionsAfter.parameterStateVersion)
{
snapshot.versions = versionsAfter;
return snapshot;
}
}
}
bool RuntimeSnapshotProvider::TryGetRenderStateSnapshot(unsigned outputWidth, unsigned outputHeight, RuntimeRenderStateSnapshot& snapshot) const
{
const RuntimeSnapshotVersions versionsBefore = GetVersions();
std::vector<RuntimeRenderState> states;
if (!TryGetLayerRenderStates(outputWidth, outputHeight, states))
return false;
const RuntimeSnapshotVersions versionsAfter = GetVersions();
if (versionsBefore.renderStateVersion != versionsAfter.renderStateVersion ||
versionsBefore.parameterStateVersion != versionsAfter.parameterStateVersion)
{
return false;
}
snapshot.outputWidth = outputWidth;
snapshot.outputHeight = outputHeight;
snapshot.versions = versionsAfter;
snapshot.states = std::move(states);
return true;
}
bool RuntimeSnapshotProvider::TryRefreshSnapshotParameters(RuntimeRenderStateSnapshot& snapshot) const
{
const uint64_t expectedRenderStateVersion = snapshot.versions.renderStateVersion;
if (!TryRefreshCachedLayerStates(snapshot.states))
return false;
const RuntimeSnapshotVersions versions = GetVersions();
if (versions.renderStateVersion != expectedRenderStateVersion)
return false;
snapshot.versions = versions;
return true;
}
void RuntimeSnapshotProvider::ApplyFrameContext(std::vector<RuntimeRenderState>& states, const RuntimeRenderFrameContext& frameContext) const
{
for (RuntimeRenderState& state : states)
{
state.timeSeconds = frameContext.timeSeconds;
state.utcTimeSeconds = frameContext.utcTimeSeconds;
state.utcOffsetSeconds = frameContext.utcOffsetSeconds;
state.startupRandom = frameContext.startupRandom;
state.frameCount = frameContext.frameCount;
}
}
void RuntimeSnapshotProvider::ApplyFrameContext(RuntimeRenderStateSnapshot& snapshot, const RuntimeRenderFrameContext& frameContext) const
{
ApplyFrameContext(snapshot.states, frameContext);
}
std::vector<RuntimeRenderState> RuntimeSnapshotProvider::GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const
{
std::lock_guard<std::mutex> lock(mRuntimeHost.mMutex);
std::vector<RuntimeRenderState> states;
BuildLayerRenderStatesLocked(outputWidth, outputHeight, states);
return states;
}
bool RuntimeSnapshotProvider::TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const
{
std::unique_lock<std::mutex> lock(mRuntimeHost.mMutex, std::try_to_lock);
if (!lock.owns_lock())
return false;
states.clear();
BuildLayerRenderStatesLocked(outputWidth, outputHeight, states);
return true;
}
bool RuntimeSnapshotProvider::TryRefreshCachedLayerStates(std::vector<RuntimeRenderState>& states) const
{
std::unique_lock<std::mutex> lock(mRuntimeHost.mMutex, std::try_to_lock);
if (!lock.owns_lock())
return false;
RefreshCachedLayerStatesLocked(states);
return true;
}
void RuntimeSnapshotProvider::RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const
{
std::lock_guard<std::mutex> lock(mRuntimeHost.mMutex);
RefreshDynamicRenderStateFieldsLocked(states);
}
uint64_t RuntimeSnapshotProvider::GetRenderStateVersion() const
{
return GetVersions().renderStateVersion;
}
uint64_t RuntimeSnapshotProvider::GetParameterStateVersion() const
{
return GetVersions().parameterStateVersion;
}
void RuntimeSnapshotProvider::BuildLayerRenderStatesLocked(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const
{
const HealthTelemetry::SignalStatusSnapshot signalStatus = mRuntimeHost.mHealthTelemetry.GetSignalStatusSnapshot();
for (const RuntimeHost::LayerPersistentState& layer : mRuntimeHost.mPersistentState.layers)
{
auto shaderIt = mRuntimeHost.mPackagesById.find(layer.shaderId);
if (shaderIt == mRuntimeHost.mPackagesById.end())
continue;
RuntimeRenderState state;
state.layerId = layer.id;
state.shaderId = layer.shaderId;
state.shaderName = shaderIt->second.displayName;
state.mixAmount = 1.0;
state.bypass = layer.bypass ? 1.0 : 0.0;
state.inputWidth = signalStatus.width;
state.inputHeight = signalStatus.height;
state.outputWidth = outputWidth;
state.outputHeight = outputHeight;
state.parameterDefinitions = shaderIt->second.parameters;
state.textureAssets = shaderIt->second.textureAssets;
state.fontAssets = shaderIt->second.fontAssets;
state.isTemporal = shaderIt->second.temporal.enabled;
state.temporalHistorySource = shaderIt->second.temporal.historySource;
state.requestedTemporalHistoryLength = shaderIt->second.temporal.requestedHistoryLength;
state.effectiveTemporalHistoryLength = shaderIt->second.temporal.effectiveHistoryLength;
state.feedback = shaderIt->second.feedback;
for (const ShaderParameterDefinition& definition : shaderIt->second.parameters)
{
ShaderParameterValue value = mRuntimeHost.DefaultValueForDefinition(definition);
auto valueIt = layer.parameterValues.find(definition.id);
if (valueIt != layer.parameterValues.end())
value = valueIt->second;
state.parameterValues[definition.id] = value;
}
states.push_back(state);
}
RefreshDynamicRenderStateFieldsLocked(states);
}
void RuntimeSnapshotProvider::RefreshCachedLayerStatesLocked(std::vector<RuntimeRenderState>& states) const
{
for (RuntimeRenderState& state : states)
{
const auto layerIt = std::find_if(mRuntimeHost.mPersistentState.layers.begin(), mRuntimeHost.mPersistentState.layers.end(),
[&state](const RuntimeHost::LayerPersistentState& layer) { return layer.id == state.layerId; });
if (layerIt == mRuntimeHost.mPersistentState.layers.end())
continue;
state.bypass = layerIt->bypass ? 1.0 : 0.0;
state.parameterValues.clear();
for (const ShaderParameterDefinition& definition : state.parameterDefinitions)
{
ShaderParameterValue value = mRuntimeHost.DefaultValueForDefinition(definition);
auto valueIt = layerIt->parameterValues.find(definition.id);
if (valueIt != layerIt->parameterValues.end())
value = valueIt->second;
state.parameterValues[definition.id] = value;
}
}
}
void RuntimeSnapshotProvider::RefreshDynamicRenderStateFieldsLocked(std::vector<RuntimeRenderState>& states) const
{
const RuntimeClockSnapshot clock = GetRuntimeClockSnapshot();
const double timeSeconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mRuntimeHost.mStartTime).count();
const double frameCount = static_cast<double>(mRuntimeHost.mFrameCounter.load(std::memory_order_relaxed));
for (RuntimeRenderState& state : states)
{
state.timeSeconds = timeSeconds;
state.utcTimeSeconds = clock.utcTimeSeconds;
state.utcOffsetSeconds = clock.utcOffsetSeconds;
state.startupRandom = mRuntimeHost.mStartupRandom;
state.frameCount = frameCount;
}
}