Files
video-shader-toys/apps/RenderCadenceCompositor/app/RuntimeLayerController.cpp
2026-05-12 14:57:18 +10:00

243 lines
6.8 KiB
C++

#include "RuntimeLayerController.h"
#include "AppConfigProvider.h"
#include "RuntimeJson.h"
#include "../logging/Logger.h"
#include <filesystem>
namespace RenderCadenceCompositor
{
RuntimeLayerController::RuntimeLayerController(RenderLayerPublisher publisher) :
mPublisher(std::move(publisher))
{
}
RuntimeLayerController::~RuntimeLayerController()
{
Stop();
}
void RuntimeLayerController::SetPublisher(RenderLayerPublisher publisher)
{
mPublisher = std::move(publisher);
}
void RuntimeLayerController::Initialize(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames, std::string& runtimeShaderId)
{
LoadSupportedShaderCatalog(shaderLibrary, maxTemporalHistoryFrames);
InitializeLayerModel(runtimeShaderId);
}
void RuntimeLayerController::StartStartupBuild(const std::string& runtimeShaderId)
{
if (runtimeShaderId.empty())
{
Log("runtime-shader", "Runtime shader build disabled.");
return;
}
Log("runtime-shader", "Starting background Slang build for shader '" + runtimeShaderId + "'.");
const std::string layerId = FirstRuntimeLayerId();
if (!layerId.empty())
StartLayerShaderBuild(layerId, runtimeShaderId);
}
void RuntimeLayerController::Stop()
{
StopAllRuntimeShaderBuilds();
}
ControlActionResult RuntimeLayerController::HandleAddLayer(const std::string& body)
{
std::string shaderId;
std::string error;
if (!ExtractStringField(body, "shaderId", shaderId, error))
return { false, error };
std::string layerId;
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
if (!mRuntimeLayerModel.AddLayer(mShaderCatalog, shaderId, layerId, error))
return { false, error };
}
Log("runtime-shader", "Layer added: " + layerId + " shader=" + shaderId);
StartLayerShaderBuild(layerId, shaderId);
return { true, std::string() };
}
ControlActionResult RuntimeLayerController::HandleRemoveLayer(const std::string& body)
{
std::string layerId;
std::string error;
if (!ExtractStringField(body, "layerId", layerId, error))
return { false, error };
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
if (!mRuntimeLayerModel.RemoveLayer(layerId, error))
return { false, error };
}
Log("runtime-shader", "Layer removed: " + layerId);
StopLayerShaderBuild(layerId);
PublishRuntimeRenderLayers();
return { true, std::string() };
}
RuntimeLayerModelSnapshot RuntimeLayerController::Snapshot(const CadenceTelemetrySnapshot& telemetry) const
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
RuntimeLayerModelSnapshot snapshot = mRuntimeLayerModel.Snapshot();
if (telemetry.shaderBuildFailures > 0)
{
snapshot.compileSucceeded = false;
snapshot.compileMessage = "Runtime shader GL commit failed; see logs for details.";
}
return snapshot;
}
void RuntimeLayerController::LoadSupportedShaderCatalog(const std::string& shaderLibrary, unsigned maxTemporalHistoryFrames)
{
const std::filesystem::path shaderRoot = FindRepoPath(shaderLibrary);
std::string error;
if (!mShaderCatalog.Load(shaderRoot, 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 RuntimeLayerController::InitializeLayerModel(std::string& runtimeShaderId)
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
std::string error;
if (!mRuntimeLayerModel.InitializeSingleLayer(mShaderCatalog, runtimeShaderId, error))
{
LogWarning("runtime-shader", error + " Runtime shader build disabled.");
runtimeShaderId.clear();
mRuntimeLayerModel.Clear();
}
}
void RuntimeLayerController::StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId)
{
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
std::string error;
mRuntimeLayerModel.MarkBuildStarted(layerId, "Runtime Slang build started for shader '" + shaderId + "'.", error);
}
auto bridge = std::make_unique<RuntimeShaderBridge>();
RuntimeShaderBridge* bridgePtr = bridge.get();
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
auto existingIt = mShaderBuilds.find(layerId);
if (existingIt != mShaderBuilds.end())
existingIt->second->Stop();
mShaderBuilds[layerId] = std::move(bridge);
}
bridgePtr->Start(
layerId,
shaderId,
[this](const RuntimeShaderArtifact& artifact) {
if (MarkRuntimeBuildReady(artifact))
PublishRuntimeRenderLayers();
},
[this, layerId](const std::string& message) {
MarkRuntimeBuildFailedForLayer(layerId, message);
LogError("runtime-shader", "Runtime Slang build failed: " + message);
});
}
void RuntimeLayerController::StopLayerShaderBuild(const std::string& layerId)
{
std::unique_ptr<RuntimeShaderBridge> bridge;
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
auto bridgeIt = mShaderBuilds.find(layerId);
if (bridgeIt == mShaderBuilds.end())
return;
bridge = std::move(bridgeIt->second);
mShaderBuilds.erase(bridgeIt);
}
bridge->Stop();
}
void RuntimeLayerController::StopAllRuntimeShaderBuilds()
{
std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> builds;
{
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
builds.swap(mShaderBuilds);
}
for (auto& entry : builds)
entry.second->Stop();
}
void RuntimeLayerController::PublishRuntimeRenderLayers()
{
if (!mPublisher)
return;
std::vector<RuntimeRenderLayerModel> renderLayers;
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
renderLayers = mRuntimeLayerModel.Snapshot().renderLayers;
}
mPublisher(renderLayers);
}
bool RuntimeLayerController::MarkRuntimeBuildReady(const RuntimeShaderArtifact& artifact)
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
std::string error;
if (!mRuntimeLayerModel.MarkBuildReady(artifact, error))
{
LogWarning("runtime-shader", error);
return false;
}
return true;
}
void RuntimeLayerController::MarkRuntimeBuildFailedForLayer(const std::string& layerId, const std::string& message)
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
std::string error;
if (!mRuntimeLayerModel.MarkBuildFailed(layerId, message, error))
LogWarning("runtime-shader", error);
}
std::string RuntimeLayerController::FirstRuntimeLayerId() const
{
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
return mRuntimeLayerModel.FirstLayerId();
}
bool RuntimeLayerController::ExtractStringField(const std::string& body, const char* fieldName, std::string& value, std::string& error)
{
JsonValue root;
std::string parseError;
if (!ParseJson(body.empty() ? "{}" : body, root, parseError) || !root.isObject())
{
error = parseError.empty() ? "Request body must be a JSON object." : parseError;
return false;
}
const JsonValue* field = root.find(fieldName);
if (!field || !field->isString() || field->asString().empty())
{
error = std::string("Request field '") + fieldName + "' must be a non-empty string.";
return false;
}
value = field->asString();
error.clear();
return true;
}
}