184 lines
5.2 KiB
C++
184 lines
5.2 KiB
C++
#include "RuntimeSlangShaderCompiler.h"
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#include "ShaderCompiler.h"
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#include "ShaderPackageRegistry.h"
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#include "ShaderTypes.h"
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#include <chrono>
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#include <filesystem>
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#include <iostream>
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namespace
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{
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std::filesystem::path FindRepoRoot()
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{
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std::filesystem::path current = std::filesystem::current_path();
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for (;;)
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{
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if (std::filesystem::exists(current / "shaders" / "happy-accident" / "shader.slang") &&
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std::filesystem::exists(current / "runtime" / "templates" / "shader_wrapper.slang.in"))
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{
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return current;
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}
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const std::filesystem::path parent = current.parent_path();
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if (parent.empty() || parent == current)
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return std::filesystem::current_path();
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current = parent;
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}
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}
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bool IsStatelessSinglePassPackage(const ShaderPackage& shaderPackage, std::string& error)
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{
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if (shaderPackage.passes.size() != 1)
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{
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error = "RenderCadenceCompositor currently supports only single-pass runtime shaders.";
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return false;
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}
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if (shaderPackage.temporal.enabled)
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{
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error = "RenderCadenceCompositor currently supports only stateless shaders; temporal history is not enabled in this app.";
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return false;
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}
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if (shaderPackage.feedback.enabled)
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{
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error = "RenderCadenceCompositor currently supports only stateless shaders; feedback storage is not enabled in this app.";
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return false;
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}
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if (!shaderPackage.textureAssets.empty())
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{
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error = "RenderCadenceCompositor does not load shader texture assets on the render thread; texture-backed shaders need a CPU-prepared asset handoff first.";
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return false;
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}
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if (!shaderPackage.fontAssets.empty())
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{
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error = "RenderCadenceCompositor does not load shader font assets on the render thread; text shaders need a CPU-prepared asset handoff first.";
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return false;
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}
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for (const ShaderParameterDefinition& parameter : shaderPackage.parameters)
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{
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if (parameter.type == ShaderParameterType::Text)
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{
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error = "RenderCadenceCompositor currently skips text parameters because they require per-shader text texture storage.";
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return false;
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}
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}
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return true;
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}
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}
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RuntimeSlangShaderCompiler::~RuntimeSlangShaderCompiler()
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{
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Stop();
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}
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void RuntimeSlangShaderCompiler::StartHappyAccidentBuild()
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{
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StartShaderBuild("happy-accident");
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}
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void RuntimeSlangShaderCompiler::StartShaderBuild(const std::string& shaderId)
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{
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if (mRunning.load(std::memory_order_acquire))
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return;
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if (mThread.joinable())
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mThread.join();
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{
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std::lock_guard<std::mutex> lock(mMutex);
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mReadyBuild = RuntimeSlangShaderBuild();
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}
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mRunning.store(true, std::memory_order_release);
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mThread = std::thread([this, shaderId]() {
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RuntimeSlangShaderBuild build = BuildShader(shaderId);
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{
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std::lock_guard<std::mutex> lock(mMutex);
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mReadyBuild = std::move(build);
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mReadyBuild.available = true;
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}
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mRunning.store(false, std::memory_order_release);
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});
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}
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void RuntimeSlangShaderCompiler::Stop()
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{
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if (mThread.joinable())
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mThread.join();
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mRunning.store(false, std::memory_order_release);
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}
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bool RuntimeSlangShaderCompiler::TryConsume(RuntimeSlangShaderBuild& build)
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{
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std::lock_guard<std::mutex> lock(mMutex);
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if (!mReadyBuild.available)
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return false;
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build = std::move(mReadyBuild);
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mReadyBuild = RuntimeSlangShaderBuild();
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return true;
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}
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RuntimeSlangShaderBuild RuntimeSlangShaderCompiler::BuildShader(const std::string& shaderId) const
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{
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RuntimeSlangShaderBuild build;
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build.artifact.shaderId = shaderId;
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try
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{
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const std::filesystem::path repoRoot = FindRepoRoot();
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const std::filesystem::path shaderDir = repoRoot / "shaders" / shaderId;
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const std::filesystem::path runtimeBuildDir = repoRoot / "runtime" / "generated" / "render-cadence-compositor";
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ShaderPackageRegistry registry(0);
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ShaderPackage shaderPackage;
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std::string error;
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if (!registry.ParseManifest(shaderDir / "shader.json", shaderPackage, error))
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{
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build.succeeded = false;
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build.message = error.empty() ? "Shader manifest parse failed." : error;
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return build;
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}
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if (!IsStatelessSinglePassPackage(shaderPackage, error))
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{
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build.succeeded = false;
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build.message = error;
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return build;
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}
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const ShaderPassDefinition& pass = shaderPackage.passes.front();
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ShaderCompiler compiler(
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repoRoot,
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runtimeBuildDir / (shaderId + ".wrapper.slang"),
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runtimeBuildDir / (shaderId + ".generated.glsl"),
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runtimeBuildDir / (shaderId + ".patched.glsl"),
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0);
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const auto start = std::chrono::steady_clock::now();
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if (!compiler.BuildPassFragmentShaderSource(shaderPackage, pass, build.artifact.fragmentShaderSource, error))
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{
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build.succeeded = false;
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build.message = error.empty() ? "Slang compile failed." : error;
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return build;
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}
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const auto end = std::chrono::steady_clock::now();
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const double milliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(end - start).count();
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build.succeeded = true;
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build.artifact.shaderId = shaderPackage.id;
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build.artifact.displayName = shaderPackage.displayName;
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build.artifact.parameterDefinitions = shaderPackage.parameters;
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build.artifact.message = shaderPackage.displayName + " Slang compile completed in " + std::to_string(milliseconds) + " ms.";
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build.message = build.artifact.message;
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return build;
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}
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catch (const std::exception& exception)
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{
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build.succeeded = false;
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build.message = exception.what();
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return build;
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}
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}
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