Files
video-shader-toys/apps/LoopThroughWithOpenGLCompositing/runtime/RuntimeCoordinator.cpp
2026-05-10 23:53:27 +10:00

174 lines
5.8 KiB
C++

#include "RuntimeCoordinator.h"
#include "RuntimeStore.h"
RuntimeCoordinator::RuntimeCoordinator(RuntimeStore& runtimeStore) :
mRuntimeStore(runtimeStore)
{
}
RuntimeCoordinatorResult RuntimeCoordinator::AddLayer(const std::string& shaderId)
{
std::string error;
return ApplyStoreMutation(mRuntimeStore.CreateStoredLayer(shaderId, error), error, true, true);
}
RuntimeCoordinatorResult RuntimeCoordinator::RemoveLayer(const std::string& layerId)
{
std::string error;
return ApplyStoreMutation(mRuntimeStore.DeleteStoredLayer(layerId, error), error, true, true);
}
RuntimeCoordinatorResult RuntimeCoordinator::MoveLayer(const std::string& layerId, int direction)
{
std::string error;
return ApplyStoreMutation(mRuntimeStore.MoveStoredLayer(layerId, direction, error), error, true, true);
}
RuntimeCoordinatorResult RuntimeCoordinator::MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex)
{
std::string error;
return ApplyStoreMutation(mRuntimeStore.MoveStoredLayerToIndex(layerId, targetIndex, error), error, true, true);
}
RuntimeCoordinatorResult RuntimeCoordinator::SetLayerBypass(const std::string& layerId, bool bypassed)
{
std::string error;
return ApplyStoreMutation(mRuntimeStore.SetStoredLayerBypassState(layerId, bypassed, error), error, true, false);
}
RuntimeCoordinatorResult RuntimeCoordinator::SetLayerShader(const std::string& layerId, const std::string& shaderId)
{
std::string error;
return ApplyStoreMutation(mRuntimeStore.SetStoredLayerShaderSelection(layerId, shaderId, error), error, true, false);
}
RuntimeCoordinatorResult RuntimeCoordinator::UpdateLayerParameter(const std::string& layerId, const std::string& parameterId, const JsonValue& newValue)
{
std::string error;
return ApplyStoreMutation(mRuntimeStore.SetStoredParameterValue(layerId, parameterId, newValue, error), error, false, false);
}
RuntimeCoordinatorResult RuntimeCoordinator::UpdateLayerParameterByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue)
{
std::string error;
return ApplyStoreMutation(mRuntimeStore.SetStoredParameterValueByControlKey(layerKey, parameterKey, newValue, error), error, false, false);
}
RuntimeCoordinatorResult RuntimeCoordinator::ResetLayerParameters(const std::string& layerId)
{
std::string error;
RuntimeCoordinatorResult result = ApplyStoreMutation(mRuntimeStore.ResetStoredLayerParameterValues(layerId, error), error, false, false);
if (!result.accepted)
return result;
result.clearTransientOscState = true;
result.renderResetScope = RuntimeCoordinatorRenderResetScope::TemporalHistoryAndFeedback;
return result;
}
RuntimeCoordinatorResult RuntimeCoordinator::SaveStackPreset(const std::string& presetName)
{
std::string error;
return ApplyStoreMutation(mRuntimeStore.SaveStackPresetSnapshot(presetName, error), error, false, false);
}
RuntimeCoordinatorResult RuntimeCoordinator::LoadStackPreset(const std::string& presetName)
{
std::string error;
return ApplyStoreMutation(mRuntimeStore.LoadStackPresetSnapshot(presetName, error), error, true, false);
}
RuntimeCoordinatorResult RuntimeCoordinator::RequestShaderReload(bool preserveFeedbackState)
{
return BuildQueuedReloadResult(preserveFeedbackState);
}
RuntimeCoordinatorResult RuntimeCoordinator::HandleRuntimePollFailure(const std::string& error)
{
RuntimeCoordinatorResult result;
result.accepted = true;
result.runtimeStateBroadcastRequired = true;
result.compileStatusChanged = true;
result.compileStatusSucceeded = false;
result.compileStatusMessage = error;
return result;
}
RuntimeCoordinatorResult RuntimeCoordinator::HandlePreparedShaderBuildFailure(const std::string& error)
{
mPreserveFeedbackOnNextShaderBuild = false;
RuntimeCoordinatorResult result;
result.accepted = true;
result.runtimeStateBroadcastRequired = true;
result.compileStatusChanged = true;
result.compileStatusSucceeded = false;
result.compileStatusMessage = error;
result.committedStateMode = RuntimeCoordinatorCommittedStateMode::UseCommittedStates;
return result;
}
RuntimeCoordinatorResult RuntimeCoordinator::HandlePreparedShaderBuildSuccess()
{
RuntimeCoordinatorResult result;
result.accepted = true;
result.runtimeStateBroadcastRequired = true;
result.compileStatusChanged = true;
result.compileStatusSucceeded = true;
result.compileStatusMessage = "Shader layers compiled successfully.";
result.committedStateMode = RuntimeCoordinatorCommittedStateMode::UseLiveSnapshots;
mPreserveFeedbackOnNextShaderBuild = false;
return result;
}
RuntimeCoordinatorResult RuntimeCoordinator::HandleRuntimeReloadRequest()
{
return BuildQueuedReloadResult(false);
}
bool RuntimeCoordinator::PreserveFeedbackOnNextShaderBuild() const
{
return mPreserveFeedbackOnNextShaderBuild;
}
RuntimeCoordinatorResult RuntimeCoordinator::ApplyStoreMutation(bool succeeded, const std::string& errorMessage, bool reloadRequired, bool preserveFeedbackState)
{
if (!succeeded)
{
RuntimeCoordinatorResult result;
result.accepted = false;
result.errorMessage = errorMessage;
return result;
}
if (reloadRequired)
return BuildQueuedReloadResult(preserveFeedbackState);
return BuildAcceptedNoReloadResult();
}
RuntimeCoordinatorResult RuntimeCoordinator::BuildQueuedReloadResult(bool preserveFeedbackState)
{
mPreserveFeedbackOnNextShaderBuild = preserveFeedbackState;
RuntimeCoordinatorResult result;
result.accepted = true;
result.runtimeStateBroadcastRequired = true;
result.shaderBuildRequested = true;
result.compileStatusChanged = true;
result.compileStatusSucceeded = true;
result.compileStatusMessage = "Shader rebuild queued.";
result.clearReloadRequest = true;
result.committedStateMode = RuntimeCoordinatorCommittedStateMode::UseCommittedStates;
return result;
}
RuntimeCoordinatorResult RuntimeCoordinator::BuildAcceptedNoReloadResult() const
{
RuntimeCoordinatorResult result;
result.accepted = true;
result.runtimeStateBroadcastRequired = true;
return result;
}