Files
video-shader-toys/src/runtime/layers/RuntimeLayerModel.cpp
2026-05-22 17:22:57 +10:00

393 lines
11 KiB
C++

#include "RuntimeLayerModel.h"
#include "RuntimeParameterUtils.h"
#include "RuntimeTextTextureComposer.h"
#include <algorithm>
#include <chrono>
#include <utility>
namespace RenderCadenceCompositor
{
bool RuntimeLayerModel::InitializeSingleLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& error)
{
Clear();
if (shaderId.empty())
{
error.clear();
return true;
}
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderId);
if (!shaderPackage)
{
error = "Shader '" + shaderId + "' is not in the supported shader catalog.";
return false;
}
Layer layer;
layer.id = AllocateLayerId();
layer.shaderId = shaderPackage->id;
layer.packageFingerprint = ShaderPackageFingerprint(*shaderPackage);
layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
layer.buildState = RuntimeLayerBuildState::Pending;
layer.message = "Runtime Slang build is waiting to start.";
InitializeDefaultParameterValues(layer, *shaderPackage);
mLayers.push_back(std::move(layer));
error.clear();
return true;
}
bool RuntimeLayerModel::AddLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& layerId, std::string& error)
{
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderId);
if (!shaderPackage)
{
error = "Shader '" + shaderId + "' is not in the supported shader catalog.";
return false;
}
Layer layer;
layer.id = AllocateLayerId();
layer.shaderId = shaderPackage->id;
layer.packageFingerprint = ShaderPackageFingerprint(*shaderPackage);
layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
layer.buildState = RuntimeLayerBuildState::Pending;
layer.message = "Runtime Slang build is waiting to start.";
InitializeDefaultParameterValues(layer, *shaderPackage);
layerId = layer.id;
mLayers.push_back(std::move(layer));
error.clear();
return true;
}
bool RuntimeLayerModel::RemoveLayer(const std::string& layerId, std::string& error)
{
for (auto layerIt = mLayers.begin(); layerIt != mLayers.end(); ++layerIt)
{
if (layerIt->id != layerId)
continue;
mLayers.erase(layerIt);
error.clear();
return true;
}
error = "Unknown runtime layer id: " + layerId;
return false;
}
bool RuntimeLayerModel::ReorderLayer(const std::string& layerId, int targetIndex, std::string& error)
{
auto layerIt = std::find_if(mLayers.begin(), mLayers.end(), [&layerId](const Layer& layer) {
return layer.id == layerId;
});
if (layerIt == mLayers.end())
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
if (targetIndex < 0)
targetIndex = 0;
if (targetIndex >= static_cast<int>(mLayers.size()))
targetIndex = static_cast<int>(mLayers.size()) - 1;
Layer layer = std::move(*layerIt);
mLayers.erase(layerIt);
std::size_t destinationIndex = static_cast<std::size_t>(targetIndex);
if (destinationIndex > mLayers.size())
destinationIndex = mLayers.size();
mLayers.insert(mLayers.begin() + static_cast<std::ptrdiff_t>(destinationIndex), std::move(layer));
error.clear();
return true;
}
bool RuntimeLayerModel::SetLayerBypass(const std::string& layerId, bool bypass, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
layer->bypass = bypass;
error.clear();
return true;
}
bool RuntimeLayerModel::SetLayerShader(const SupportedShaderCatalog& shaderCatalog, const std::string& layerId, const std::string& shaderId, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderId);
if (!shaderPackage)
{
error = "Shader '" + shaderId + "' is not in the supported shader catalog.";
return false;
}
layer->shaderId = shaderPackage->id;
layer->packageFingerprint = ShaderPackageFingerprint(*shaderPackage);
layer->shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
layer->buildState = RuntimeLayerBuildState::Pending;
layer->message = "Runtime Slang build is waiting to start.";
layer->renderReady = false;
layer->artifact = RuntimeShaderArtifact();
InitializeDefaultParameterValues(*layer, *shaderPackage);
error.clear();
return true;
}
bool RuntimeLayerModel::UpdateParameter(const std::string& layerId, const std::string& parameterId, const JsonValue& value, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
const ShaderParameterDefinition* definition = FindParameterDefinition(*layer, parameterId);
if (!definition)
{
error = "Unknown parameter id '" + parameterId + "' for layer " + layerId + ".";
return false;
}
ShaderParameterValue normalizedValue;
if (definition->type == ShaderParameterType::Trigger)
{
const auto currentIt = layer->parameterValues.find(parameterId);
const double previousCount = currentIt == layer->parameterValues.end() || currentIt->second.numberValues.empty()
? 0.0
: currentIt->second.numberValues.front();
normalizedValue.numberValues = { previousCount + 1.0, RuntimeElapsedSeconds() };
}
else if (!NormalizeAndValidateParameterValue(*definition, value, normalizedValue, error))
{
return false;
}
layer->parameterValues[parameterId] = normalizedValue;
if (layer->renderReady)
{
layer->artifact.parameterValues = layer->parameterValues;
bool textTexturesDependOnParameter = false;
for (const ShaderParameterDefinition& textDefinition : layer->parameterDefinitions)
{
if (textDefinition.type == ShaderParameterType::Text &&
(textDefinition.id == parameterId || textDefinition.fontParameterId == parameterId))
{
textTexturesDependOnParameter = true;
break;
}
}
if (textTexturesDependOnParameter && !PrepareRuntimeTextTextures(layer->artifact, error))
return false;
}
error.clear();
return true;
}
bool RuntimeLayerModel::ResetParameters(const std::string& layerId, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
layer->parameterValues.clear();
for (const ShaderParameterDefinition& definition : layer->parameterDefinitions)
layer->parameterValues[definition.id] = DefaultValueForDefinition(definition);
if (layer->renderReady)
{
layer->artifact.parameterValues = layer->parameterValues;
if (!PrepareRuntimeTextTextures(layer->artifact, error))
return false;
}
error.clear();
return true;
}
void RuntimeLayerModel::Clear()
{
mLayers.clear();
}
bool RuntimeLayerModel::MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error, bool preserveExistingRenderArtifact)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
layer->buildState = RuntimeLayerBuildState::Pending;
layer->message = message;
layer->preserveRenderDuringBuild = preserveExistingRenderArtifact && layer->renderReady;
if (!layer->preserveRenderDuringBuild)
{
layer->renderReady = false;
layer->artifact = RuntimeShaderArtifact();
}
error.clear();
return true;
}
bool RuntimeLayerModel::MarkBuildReady(const RuntimeShaderArtifact& artifact, std::string& error)
{
Layer* layer = artifact.layerId.empty() ? FindFirstLayerForShader(artifact.shaderId) : FindLayer(artifact.layerId);
if (!layer)
{
error = artifact.layerId.empty()
? "No runtime layer is waiting for shader artifact: " + artifact.shaderId
: "No runtime layer is waiting for shader artifact on layer: " + artifact.layerId;
return false;
}
RuntimeShaderArtifact nextArtifact = artifact;
nextArtifact.parameterValues = layer->parameterValues;
if (!PrepareRuntimeTextTextures(nextArtifact, error))
{
layer->buildState = RuntimeLayerBuildState::Failed;
layer->message = error;
if (!layer->preserveRenderDuringBuild)
{
layer->renderReady = false;
layer->artifact = RuntimeShaderArtifact();
}
layer->preserveRenderDuringBuild = false;
return false;
}
layer->shaderName = artifact.displayName.empty() ? artifact.shaderId : artifact.displayName;
layer->packageFingerprint = artifact.packageFingerprint;
layer->buildState = RuntimeLayerBuildState::Ready;
layer->message = artifact.message;
layer->renderReady = true;
layer->preserveRenderDuringBuild = false;
layer->artifact = std::move(nextArtifact);
error.clear();
return true;
}
bool RuntimeLayerModel::MarkBuildFailedForShader(const std::string& shaderId, const std::string& message)
{
Layer* layer = FindFirstLayerForShader(shaderId);
if (!layer)
return false;
std::string error;
return MarkBuildFailed(layer->id, message, error);
}
bool RuntimeLayerModel::MarkBuildFailed(const std::string& layerId, const std::string& message, std::string& error)
{
Layer* layer = FindLayer(layerId);
if (!layer)
{
error = "Unknown runtime layer id: " + layerId;
return false;
}
layer->buildState = RuntimeLayerBuildState::Failed;
layer->message = message;
if (!layer->preserveRenderDuringBuild)
{
layer->renderReady = false;
layer->artifact = RuntimeShaderArtifact();
}
layer->preserveRenderDuringBuild = false;
error.clear();
return true;
}
bool RuntimeLayerModel::MarkRenderCommitFailed(const std::string& layerId, const std::string& message, std::string& error)
{
return MarkBuildFailed(layerId, message, error);
}
std::string RuntimeLayerModel::FirstLayerId() const
{
return mLayers.empty() ? std::string() : mLayers.front().id;
}
std::vector<std::pair<std::string, std::string>> RuntimeLayerModel::PendingLayerBuilds() const
{
std::vector<std::pair<std::string, std::string>> builds;
for (const Layer& layer : mLayers)
{
if (layer.buildState == RuntimeLayerBuildState::Pending)
builds.push_back({ layer.id, layer.shaderId });
}
return builds;
}
RuntimeLayerModel::Layer* RuntimeLayerModel::FindLayer(const std::string& layerId)
{
for (Layer& layer : mLayers)
{
if (layer.id == layerId)
return &layer;
}
return nullptr;
}
const RuntimeLayerModel::Layer* RuntimeLayerModel::FindLayer(const std::string& layerId) const
{
for (const Layer& layer : mLayers)
{
if (layer.id == layerId)
return &layer;
}
return nullptr;
}
RuntimeLayerModel::Layer* RuntimeLayerModel::FindFirstLayerForShader(const std::string& shaderId)
{
for (Layer& layer : mLayers)
{
if (layer.shaderId == shaderId)
return &layer;
}
return nullptr;
}
void RuntimeLayerModel::InitializeDefaultParameterValues(Layer& layer, const ShaderPackage& shaderPackage)
{
layer.parameterDefinitions = shaderPackage.parameters;
layer.parameterValues.clear();
for (const ShaderParameterDefinition& definition : layer.parameterDefinitions)
layer.parameterValues[definition.id] = DefaultValueForDefinition(definition);
}
const ShaderParameterDefinition* RuntimeLayerModel::FindParameterDefinition(const Layer& layer, const std::string& parameterId)
{
for (const ShaderParameterDefinition& definition : layer.parameterDefinitions)
{
if (definition.id == parameterId)
return &definition;
}
return nullptr;
}
std::string RuntimeLayerModel::AllocateLayerId()
{
return "runtime-layer-" + std::to_string(mNextLayerNumber++);
}
double RuntimeLayerModel::RuntimeElapsedSeconds() const
{
return std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mStartTime).count();
}
}