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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/runtime/RuntimeSnapshotProvider.cpp
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mini cleanup
2026-05-11 00:41:51 +10:00

245 lines
8.1 KiB
C++

#include "RuntimeSnapshotProvider.h"
#include "RuntimeClock.h"
#include "ShaderCompiler.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
{
try
{
ShaderPackage shaderPackage;
{
std::lock_guard<std::mutex> lock(mRuntimeHost.mMutex);
const RuntimeHost::LayerPersistentState* layer = mRuntimeHost.FindLayerById(layerId);
if (!layer)
{
error = "Unknown layer id: " + layerId;
return false;
}
auto it = mRuntimeHost.mPackagesById.find(layer->shaderId);
if (it == mRuntimeHost.mPackagesById.end())
{
error = "Unknown shader id: " + layer->shaderId;
return false;
}
shaderPackage = it->second;
}
ShaderCompiler compiler(
mRuntimeHost.mRepoRoot,
mRuntimeHost.mWrapperPath,
mRuntimeHost.mGeneratedGlslPath,
mRuntimeHost.mPatchedGlslPath,
mRuntimeHost.mConfig.maxTemporalHistoryFrames);
passSources.clear();
passSources.reserve(shaderPackage.passes.size());
for (const ShaderPassDefinition& pass : shaderPackage.passes)
{
ShaderPassBuildSource passSource;
passSource.passId = pass.id;
passSource.inputNames = pass.inputNames;
passSource.outputName = pass.outputName;
if (!compiler.BuildPassFragmentShaderSource(shaderPackage, pass, passSource.fragmentShaderSource, error))
return false;
passSources.push_back(std::move(passSource));
}
return true;
}
catch (const std::exception& exception)
{
error = std::string("RuntimeSnapshotProvider::BuildLayerPassFragmentShaderSources exception: ") + exception.what();
return false;
}
catch (...)
{
error = "RuntimeSnapshotProvider::BuildLayerPassFragmentShaderSources threw a non-standard exception.";
return false;
}
}
unsigned RuntimeSnapshotProvider::GetMaxTemporalHistoryFrames() const
{
return mRuntimeHost.GetMaxTemporalHistoryFrames();
}
RuntimeSnapshotVersions RuntimeSnapshotProvider::GetVersions() const
{
RuntimeSnapshotVersions versions;
versions.renderStateVersion = mRuntimeHost.mRenderStateVersion.load(std::memory_order_relaxed);
versions.parameterStateVersion = mRuntimeHost.mParameterStateVersion.load(std::memory_order_relaxed);
return versions;
}
void RuntimeSnapshotProvider::AdvanceFrame()
{
++mRuntimeHost.mFrameCounter;
}
RuntimeRenderStateSnapshot RuntimeSnapshotProvider::GetRenderStateSnapshot(unsigned outputWidth, unsigned outputHeight) const
{
for (;;)
{
const RuntimeSnapshotVersions versionsBefore = GetVersions();
RuntimeRenderStateSnapshot snapshot;
snapshot.outputWidth = outputWidth;
snapshot.outputHeight = outputHeight;
{
std::lock_guard<std::mutex> lock(mRuntimeHost.mMutex);
BuildLayerRenderStatesLocked(outputWidth, outputHeight, snapshot.states);
}
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;
{
std::unique_lock<std::mutex> lock(mRuntimeHost.mMutex, std::try_to_lock);
if (!lock.owns_lock())
return false;
BuildLayerRenderStatesLocked(outputWidth, outputHeight, states);
}
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;
{
std::unique_lock<std::mutex> lock(mRuntimeHost.mMutex, std::try_to_lock);
if (!lock.owns_lock())
return false;
RefreshCachedLayerStatesLocked(snapshot.states);
}
const RuntimeSnapshotVersions versions = GetVersions();
if (versions.renderStateVersion != expectedRenderStateVersion)
return false;
snapshot.versions = versions;
return true;
}
void RuntimeSnapshotProvider::RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const
{
std::lock_guard<std::mutex> lock(mRuntimeHost.mMutex);
RefreshDynamicRenderStateFieldsLocked(states);
}
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;
}
}