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video-shader-toys/apps/RenderCadenceCompositor/app/RenderCadenceApp.h
Aiden 430cf0733d
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2026-05-12 13:50:32 +10:00

311 lines
8.7 KiB
C++

#pragma once
#include "AppConfig.h"
#include "AppConfigProvider.h"
#include "../logging/Logger.h"
#include "../runtime/RuntimeShaderBridge.h"
#include "../runtime/SupportedShaderCatalog.h"
#include "../control/RuntimeStateJson.h"
#include "../telemetry/TelemetryHealthMonitor.h"
#include "../video/DeckLinkOutput.h"
#include "../video/DeckLinkOutputThread.h"
#include <chrono>
#include <filesystem>
#include <mutex>
#include <string>
#include <thread>
#include <type_traits>
namespace RenderCadenceCompositor
{
namespace detail
{
template <typename RenderThread>
auto StartRenderThread(RenderThread& renderThread, std::string& error, int) -> decltype(renderThread.Start(error), bool())
{
return renderThread.Start(error);
}
template <typename RenderThread>
bool StartRenderThreadWithoutError(RenderThread& renderThread, std::true_type)
{
return renderThread.Start();
}
template <typename RenderThread>
bool StartRenderThreadWithoutError(RenderThread& renderThread, std::false_type)
{
renderThread.Start();
return true;
}
template <typename RenderThread>
auto StartRenderThread(RenderThread& renderThread, std::string&, long) -> decltype(renderThread.Start(), bool())
{
return StartRenderThreadWithoutError(renderThread, std::is_same<decltype(renderThread.Start()), bool>());
}
}
template <typename RenderThread, typename SystemFrameExchange>
class RenderCadenceApp
{
public:
RenderCadenceApp(RenderThread& renderThread, SystemFrameExchange& frameExchange, AppConfig config = DefaultAppConfig()) :
mRenderThread(renderThread),
mFrameExchange(frameExchange),
mConfig(config),
mOutputThread(mOutput, mFrameExchange, mConfig.outputThread),
mTelemetryHealth(mConfig.telemetry)
{
}
RenderCadenceApp(const RenderCadenceApp&) = delete;
RenderCadenceApp& operator=(const RenderCadenceApp&) = delete;
~RenderCadenceApp()
{
Stop();
}
bool Start(std::string& error)
{
LoadSupportedShaderCatalog();
Log("app", "Starting render thread.");
if (!detail::StartRenderThread(mRenderThread, error, 0))
{
LogError("app", "Render thread start failed: " + error);
Stop();
return false;
}
StartRuntimeShaderBuild();
Log("app", "Waiting for rendered warmup frames.");
if (!mFrameExchange.WaitForCompletedDepth(mConfig.warmupCompletedFrames, mConfig.warmupTimeout))
{
error = "Timed out waiting for rendered warmup frames.";
LogError("app", error);
Stop();
return false;
}
StartOptionalVideoOutput();
mTelemetryHealth.Start(mFrameExchange, mOutput, mOutputThread, mRenderThread);
StartHttpServer();
Log("app", "RenderCadenceCompositor started.");
mStarted = true;
return true;
}
void Stop()
{
mHttpServer.Stop();
mTelemetryHealth.Stop();
mOutputThread.Stop();
mOutput.Stop();
StopRuntimeShaderBuild();
mRenderThread.Stop();
mOutput.ReleaseResources();
if (mStarted)
Log("app", "RenderCadenceCompositor shutdown complete.");
mStarted = false;
}
bool Started() const { return mStarted; }
const DeckLinkOutput& Output() const { return mOutput; }
private:
void StartOptionalVideoOutput()
{
std::string outputError;
Log("app", "Initializing optional DeckLink output.");
if (!mOutput.Initialize(
mConfig.deckLink,
[this](const VideoIOCompletion& completion) {
mFrameExchange.ReleaseScheduledByBytes(completion.outputFrameBuffer);
},
outputError))
{
DisableVideoOutput("DeckLink output unavailable: " + outputError);
return;
}
Log("app", "Starting DeckLink output thread.");
if (!mOutputThread.Start())
{
DisableVideoOutput("DeckLink output thread failed to start.");
return;
}
Log("app", "Waiting for DeckLink preroll frames.");
if (!WaitForPreroll())
{
DisableVideoOutput("Timed out waiting for DeckLink preroll frames.");
return;
}
Log("app", "Starting DeckLink scheduled playback.");
if (!mOutput.StartScheduledPlayback(outputError))
{
DisableVideoOutput("DeckLink scheduled playback failed: " + outputError);
return;
}
mVideoOutputEnabled = true;
mVideoOutputStatus = "DeckLink scheduled output running.";
Log("app", mVideoOutputStatus);
}
void DisableVideoOutput(const std::string& reason)
{
mOutputThread.Stop();
mOutput.Stop();
mOutput.ReleaseResources();
mFrameExchange.Clear();
mVideoOutputEnabled = false;
mVideoOutputStatus = reason;
LogWarning("app", reason + " Continuing without video output.");
}
void StartHttpServer()
{
HttpControlServerCallbacks callbacks;
callbacks.getStateJson = [this]() {
return BuildStateJson();
};
std::string error;
if (!mHttpServer.Start(
FindRepoPath("ui/dist"),
FindRepoPath("docs"),
mConfig.http,
callbacks,
error))
{
LogWarning("http", "HTTP control server did not start: " + error);
return;
}
}
std::string BuildStateJson()
{
CadenceTelemetrySnapshot telemetry = mHttpTelemetry.Sample(mFrameExchange, mOutput, mOutputThread, mRenderThread);
RuntimeDisplayState runtimeState = CopyRuntimeDisplayState(telemetry);
return RuntimeStateToJson(RuntimeStateJsonInput{
mConfig,
telemetry,
mHttpServer.Port(),
mVideoOutputEnabled,
mVideoOutputStatus,
mShaderCatalog.Shaders(),
runtimeState.compileSucceeded,
runtimeState.compileMessage,
runtimeState.activeShaderPackage
});
}
bool WaitForPreroll() const
{
const auto deadline = std::chrono::steady_clock::now() + mConfig.prerollTimeout;
while (std::chrono::steady_clock::now() < deadline)
{
if (mFrameExchange.Metrics().scheduledCount >= mConfig.outputThread.targetBufferedFrames)
return true;
std::this_thread::sleep_for(mConfig.prerollPoll);
}
return false;
}
void StartRuntimeShaderBuild()
{
if (mConfig.runtimeShaderId.empty())
{
Log("runtime-shader", "Runtime shader build disabled.");
return;
}
Log("runtime-shader", "Starting background Slang build for shader '" + mConfig.runtimeShaderId + "'.");
SetRuntimeDisplayState(true, "Runtime Slang build started for shader '" + mConfig.runtimeShaderId + "'.", mConfig.runtimeShaderId);
mShaderBridge.Start(
mConfig.runtimeShaderId,
[this](const RuntimeShaderArtifact& artifact) {
SetRuntimeDisplayState(true, artifact.message.empty() ? "Runtime shader artifact is ready." : artifact.message, artifact.shaderId);
mRenderThread.SubmitRuntimeShaderArtifact(artifact);
},
[this](const std::string& message) {
SetRuntimeDisplayState(false, message);
LogError("runtime-shader", "Runtime Slang build failed: " + message);
});
}
void LoadSupportedShaderCatalog()
{
const std::filesystem::path shaderRoot = FindRepoPath(mConfig.shaderLibrary);
std::string error;
if (!mShaderCatalog.Load(shaderRoot, static_cast<unsigned>(mConfig.maxTemporalHistoryFrames), error))
{
LogWarning("runtime-shader", "Supported shader catalog is empty: " + error);
return;
}
Log("runtime-shader", "Supported shader catalog loaded with " + std::to_string(mShaderCatalog.Shaders().size()) + " shader(s).");
}
void StopRuntimeShaderBuild()
{
mShaderBridge.Stop();
}
struct RuntimeDisplayState
{
bool compileSucceeded = true;
std::string compileMessage;
const ShaderPackage* activeShaderPackage = nullptr;
};
void SetRuntimeDisplayState(bool compileSucceeded, const std::string& compileMessage, const std::string& activeShaderId = std::string())
{
std::lock_guard<std::mutex> lock(mRuntimeDisplayMutex);
mRuntimeCompileSucceeded = compileSucceeded;
mRuntimeCompileMessage = compileMessage;
if (!activeShaderId.empty())
mActiveShaderId = activeShaderId;
}
RuntimeDisplayState CopyRuntimeDisplayState(const CadenceTelemetrySnapshot& telemetry) const
{
std::lock_guard<std::mutex> lock(mRuntimeDisplayMutex);
RuntimeDisplayState state;
state.compileSucceeded = mRuntimeCompileSucceeded && telemetry.shaderBuildFailures == 0;
state.compileMessage = mRuntimeCompileMessage;
if (telemetry.shaderBuildFailures > 0)
state.compileMessage = "Runtime shader GL commit failed; see logs for details.";
if (state.compileMessage.empty())
state.compileMessage = mConfig.runtimeShaderId.empty()
? "Runtime shader build disabled."
: "Runtime shader build has not completed yet.";
state.activeShaderPackage = mShaderCatalog.FindPackage(mActiveShaderId);
return state;
}
RenderThread& mRenderThread;
SystemFrameExchange& mFrameExchange;
AppConfig mConfig;
DeckLinkOutput mOutput;
DeckLinkOutputThread<SystemFrameExchange> mOutputThread;
TelemetryHealthMonitor mTelemetryHealth;
CadenceTelemetry mHttpTelemetry;
HttpControlServer mHttpServer;
RuntimeShaderBridge mShaderBridge;
SupportedShaderCatalog mShaderCatalog;
mutable std::mutex mRuntimeDisplayMutex;
bool mRuntimeCompileSucceeded = true;
std::string mRuntimeCompileMessage;
std::string mActiveShaderId;
bool mStarted = false;
bool mVideoOutputEnabled = false;
std::string mVideoOutputStatus = "DeckLink output not started.";
};
}