Files
video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/frame/RenderFrameStateResolver.cpp
Aiden a530325fa1
Some checks failed
CI / React UI Build (push) Successful in 10s
CI / Native Windows Build And Tests (push) Successful in 2m42s
CI / Windows Release Package (push) Has been cancelled
Organisation
2026-05-11 19:31:06 +10:00

120 lines
4.8 KiB
C++

#include "RenderFrameStateResolver.h"
#include <chrono>
namespace
{
constexpr auto kOscOverlayCommitDelay = std::chrono::milliseconds(150);
}
RenderFrameStateResolver::RenderFrameStateResolver(RuntimeSnapshotProvider& runtimeSnapshotProvider) :
mRuntimeSnapshotProvider(runtimeSnapshotProvider)
{
}
void RenderFrameStateResolver::StoreCommittedSnapshot(
const RuntimeRenderStateSnapshot& snapshot,
const std::vector<RuntimeRenderState>& committedLayerStates)
{
mCachedLayerRenderStates = committedLayerStates;
mCachedRenderStateVersion = snapshot.versions.renderStateVersion;
mCachedParameterStateVersion = snapshot.versions.parameterStateVersion;
mCachedRenderStateWidth = snapshot.outputWidth;
mCachedRenderStateHeight = snapshot.outputHeight;
}
bool RenderFrameStateResolver::Resolve(
const RenderFrameInput& input,
const std::vector<RuntimeRenderState>& committedLayerStates,
RuntimeLiveState& liveState,
std::vector<RuntimeLiveOscCommitRequest>* commitRequests,
RenderFrameState& frameState)
{
frameState.hasInputSource = input.hasInputSource;
frameState.inputFrameWidth = input.inputFrameWidth;
frameState.inputFrameHeight = input.inputFrameHeight;
frameState.captureTextureWidth = input.captureTextureWidth;
frameState.inputPixelFormat = input.inputPixelFormat;
frameState.historyCap = input.historyCap;
frameState.layerStates.clear();
if (input.useCommittedLayerStates)
{
frameState.layerStates = ComposeLayerStates(committedLayerStates, liveState, false, input.oscSmoothing, commitRequests);
mRuntimeSnapshotProvider.RefreshDynamicRenderStateFields(frameState.layerStates);
return true;
}
const RuntimeSnapshotVersions versions = mRuntimeSnapshotProvider.GetVersions();
const bool renderStateCacheValid =
!mCachedLayerRenderStates.empty() &&
mCachedRenderStateVersion == versions.renderStateVersion &&
mCachedRenderStateWidth == input.renderWidth &&
mCachedRenderStateHeight == input.renderHeight;
if (renderStateCacheValid)
{
RuntimeRenderStateSnapshot renderSnapshot;
renderSnapshot.outputWidth = input.renderWidth;
renderSnapshot.outputHeight = input.renderHeight;
renderSnapshot.versions.renderStateVersion = mCachedRenderStateVersion;
renderSnapshot.versions.parameterStateVersion = mCachedParameterStateVersion;
renderSnapshot.states = mCachedLayerRenderStates;
renderSnapshot.states = ComposeLayerStates(renderSnapshot.states, liveState, true, input.oscSmoothing, commitRequests);
if (mCachedParameterStateVersion != versions.parameterStateVersion &&
mRuntimeSnapshotProvider.TryRefreshPublishedSnapshotParameters(renderSnapshot))
{
mCachedParameterStateVersion = renderSnapshot.versions.parameterStateVersion;
renderSnapshot.states = ComposeLayerStates(renderSnapshot.states, liveState, true, input.oscSmoothing, commitRequests);
}
mCachedLayerRenderStates = renderSnapshot.states;
frameState.layerStates = renderSnapshot.states;
mRuntimeSnapshotProvider.RefreshDynamicRenderStateFields(frameState.layerStates);
return true;
}
RuntimeRenderStateSnapshot renderSnapshot;
if (mRuntimeSnapshotProvider.TryPublishRenderStateSnapshot(input.renderWidth, input.renderHeight, renderSnapshot))
{
mCachedLayerRenderStates = renderSnapshot.states;
mCachedRenderStateVersion = renderSnapshot.versions.renderStateVersion;
mCachedParameterStateVersion = renderSnapshot.versions.parameterStateVersion;
mCachedRenderStateWidth = renderSnapshot.outputWidth;
mCachedRenderStateHeight = renderSnapshot.outputHeight;
mCachedLayerRenderStates = ComposeLayerStates(mCachedLayerRenderStates, liveState, true, input.oscSmoothing, commitRequests);
frameState.layerStates = mCachedLayerRenderStates;
return true;
}
frameState.layerStates = ComposeLayerStates(mCachedLayerRenderStates, liveState, true, input.oscSmoothing, commitRequests);
mRuntimeSnapshotProvider.RefreshDynamicRenderStateFields(frameState.layerStates);
return !frameState.layerStates.empty();
}
std::vector<RuntimeRenderState> RenderFrameStateResolver::ComposeLayerStates(
const std::vector<RuntimeRenderState>& baseStates,
RuntimeLiveState& liveState,
bool allowCommit,
double smoothing,
std::vector<RuntimeLiveOscCommitRequest>* commitRequests) const
{
LayeredRenderStateInput input;
input.committedLiveLayerStates = &baseStates;
input.transientAutomationOverlay = &liveState;
input.allowTransientAutomationCommits = allowCommit;
input.collectTransientAutomationCommitRequests = commitRequests != nullptr;
input.transientAutomationSmoothing = smoothing;
input.transientAutomationCommitDelay = kOscOverlayCommitDelay;
input.now = std::chrono::steady_clock::now();
const RenderStateCompositionResult result = mRenderStateComposer.BuildFrameState(input);
if (commitRequests)
{
for (const RuntimeLiveOscCommitRequest& request : result.commitRequests)
commitRequests->push_back(request);
}
return result.layerStates;
}