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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/shader/OpenGLShaderPrograms.cpp
Aiden 739231d5a1
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Phase 1 clean-up and separation of concerns
2026-05-10 23:21:13 +10:00

208 lines
7.1 KiB
C++

#include "OpenGLShaderPrograms.h"
#include <cstring>
#include <string>
#include <vector>
namespace
{
void CopyErrorMessage(const std::string& message, int errorMessageSize, char* errorMessage)
{
if (!errorMessage || errorMessageSize <= 0)
return;
strncpy_s(errorMessage, errorMessageSize, message.c_str(), _TRUNCATE);
}
std::size_t RequiredTemporaryRenderTargets(const std::vector<OpenGLRenderer::LayerProgram>& layerPrograms)
{
// Only one layer renders at a time, so the pool needs to cover the widest
// layer, not the sum of every intermediate pass in the stack.
std::size_t requiredTargets = 0;
for (const OpenGLRenderer::LayerProgram& layerProgram : layerPrograms)
{
const std::size_t internalPasses = layerProgram.passes.size() > 0 ? layerProgram.passes.size() - 1 : 0;
if (internalPasses > requiredTargets)
requiredTargets = internalPasses;
}
return requiredTargets;
}
}
OpenGLShaderPrograms::OpenGLShaderPrograms(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, RuntimeSnapshotProvider& runtimeSnapshotProvider) :
mRenderer(renderer),
mRuntimeHost(runtimeHost),
mRuntimeSnapshotProvider(runtimeSnapshotProvider),
mGlobalParamsBuffer(renderer),
mCompiler(renderer, runtimeHost, mTextureBindings)
{
}
bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
{
const RuntimeRenderStateSnapshot renderSnapshot =
mRuntimeSnapshotProvider.GetRenderStateSnapshot(inputFrameWidth, inputFrameHeight);
const std::vector<RuntimeRenderState>& layerStates = renderSnapshot.states;
std::string temporalError;
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
if (!mRenderer.TemporalHistory().ValidateTextureUnitBudget(layerStates, historyCap, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (!mRenderer.TemporalHistory().EnsureResources(layerStates, historyCap, inputFrameWidth, inputFrameHeight, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (mRenderer.ResourcesInitialized() &&
!mRenderer.FeedbackBuffers().EnsureResources(layerStates, inputFrameWidth, inputFrameHeight, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
// Initial startup still compiles synchronously; auto-reload uses the build
// queue so Slang/file work stays off the playback path.
std::vector<LayerProgram> newPrograms;
newPrograms.reserve(layerStates.size());
for (const RuntimeRenderState& state : layerStates)
{
LayerProgram layerProgram;
if (!mCompiler.CompileLayerProgram(state, layerProgram, errorMessageSize, errorMessage))
{
for (LayerProgram& program : newPrograms)
DestroySingleLayerProgram(program);
return false;
}
newPrograms.push_back(layerProgram);
}
std::string targetError;
if (!mRenderer.ReserveTemporaryRenderTargets(RequiredTemporaryRenderTargets(newPrograms), inputFrameWidth, inputFrameHeight, targetError))
{
for (LayerProgram& program : newPrograms)
DestroySingleLayerProgram(program);
CopyErrorMessage(targetError, errorMessageSize, errorMessage);
return false;
}
DestroyLayerPrograms();
mRenderer.ReplaceLayerPrograms(newPrograms);
mCommittedLayerStates = renderSnapshot.states;
mRuntimeHost.SetCompileStatus(true, "Shader layers compiled successfully.");
mRuntimeHost.ClearReloadRequest();
return true;
}
bool OpenGLShaderPrograms::CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
{
if (!preparedBuild.succeeded)
{
CopyErrorMessage(preparedBuild.message, errorMessageSize, errorMessage);
return false;
}
std::string temporalError;
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
if (!mRenderer.TemporalHistory().ValidateTextureUnitBudget(preparedBuild.renderSnapshot.states, historyCap, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (!mRenderer.TemporalHistory().EnsureResources(preparedBuild.renderSnapshot.states, historyCap, inputFrameWidth, inputFrameHeight, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (mRenderer.ResourcesInitialized() &&
!mRenderer.FeedbackBuffers().EnsureResources(preparedBuild.renderSnapshot.states, inputFrameWidth, inputFrameHeight, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
// The prepared build already contains GLSL text for each pass. This commit
// step performs the short GL work on the render thread.
std::vector<LayerProgram> newPrograms;
newPrograms.reserve(preparedBuild.layers.size());
for (const PreparedLayerShader& preparedLayer : preparedBuild.layers)
{
LayerProgram layerProgram;
if (!mCompiler.CompilePreparedLayerProgram(preparedLayer.state, preparedLayer.passes, layerProgram, errorMessageSize, errorMessage))
{
for (LayerProgram& program : newPrograms)
DestroySingleLayerProgram(program);
return false;
}
newPrograms.push_back(layerProgram);
}
std::string targetError;
if (!mRenderer.ReserveTemporaryRenderTargets(RequiredTemporaryRenderTargets(newPrograms), inputFrameWidth, inputFrameHeight, targetError))
{
for (LayerProgram& program : newPrograms)
DestroySingleLayerProgram(program);
CopyErrorMessage(targetError, errorMessageSize, errorMessage);
return false;
}
DestroyLayerPrograms();
mRenderer.ReplaceLayerPrograms(newPrograms);
mCommittedLayerStates = preparedBuild.renderSnapshot.states;
mRuntimeHost.SetCompileStatus(true, "Shader layers compiled successfully.");
mRuntimeHost.ClearReloadRequest();
return true;
}
bool OpenGLShaderPrograms::CompileDecodeShader(int errorMessageSize, char* errorMessage)
{
return mCompiler.CompileDecodeShader(errorMessageSize, errorMessage);
}
bool OpenGLShaderPrograms::CompileOutputPackShader(int errorMessageSize, char* errorMessage)
{
return mCompiler.CompileOutputPackShader(errorMessageSize, errorMessage);
}
void OpenGLShaderPrograms::DestroySingleLayerProgram(LayerProgram& layerProgram)
{
mRenderer.DestroySingleLayerProgram(layerProgram);
}
void OpenGLShaderPrograms::DestroyLayerPrograms()
{
mRenderer.DestroyLayerPrograms();
}
void OpenGLShaderPrograms::DestroyDecodeShaderProgram()
{
mRenderer.DestroyDecodeShaderProgram();
}
void OpenGLShaderPrograms::ResetTemporalHistoryState()
{
mRenderer.TemporalHistory().ResetState();
}
void OpenGLShaderPrograms::ResetShaderFeedbackState()
{
mRenderer.FeedbackBuffers().ResetState();
}
bool OpenGLShaderPrograms::UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error)
{
return mTextureBindings.UpdateTextBindingTexture(state, textBinding, error);
}
bool OpenGLShaderPrograms::UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable)
{
return mGlobalParamsBuffer.Update(state, availableSourceHistoryLength, availableTemporalHistoryLength, feedbackAvailable);
}