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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/RuntimeUpdateController.h
Aiden a9b08f7f27
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dispatch event intergration
2026-05-11 15:42:14 +10:00

65 lines
2.1 KiB
C++

#pragma once
#include "RuntimeCoordinator.h"
#include "RuntimeEventPayloads.h"
#include <cstddef>
#include <cstdint>
#include <string>
class RenderEngine;
struct RuntimeEvent;
struct RuntimeEventDispatchResult;
class RuntimeEventDispatcher;
class RuntimeServices;
class RuntimeStore;
class ShaderBuildQueue;
class VideoBackend;
class RuntimeUpdateController
{
public:
RuntimeUpdateController(
RuntimeStore& runtimeStore,
RuntimeCoordinator& runtimeCoordinator,
RuntimeEventDispatcher& runtimeEventDispatcher,
RuntimeServices& runtimeServices,
RenderEngine& renderEngine,
ShaderBuildQueue& shaderBuildQueue,
VideoBackend& videoBackend);
bool ApplyRuntimeCoordinatorResult(const RuntimeCoordinatorResult& result, std::string* error = nullptr);
bool ProcessRuntimeWork();
void RequestShaderBuild();
void BroadcastRuntimeState();
private:
void HandleRuntimeStateBroadcastRequested(const RuntimeEvent& event);
void HandleShaderBuildRequested(const RuntimeEvent& event);
void HandleShaderBuildPrepared(const RuntimeEvent& event);
void HandleShaderBuildFailed(const RuntimeEvent& event);
void HandleCompileStatusChanged(const RuntimeEvent& event);
void HandleRenderResetRequested(const RuntimeEvent& event);
bool ConsumeReadyShaderBuild(uint64_t expectedGeneration, bool publishPreparedEvent, bool publishFailureEvent);
void PublishShaderBuildLifecycleEvent(
RuntimeEventShaderBuildPhase phase,
uint64_t generation,
unsigned inputWidth,
unsigned inputHeight,
bool succeeded,
const std::string& message);
bool ShouldSuppressCoordinatorFollowUp(const RuntimeEvent& event, std::size_t& pendingSuppressions);
RuntimeEventDispatchResult DispatchRuntimeEvents(std::size_t maxEvents = 0);
RuntimeStore& mRuntimeStore;
RuntimeCoordinator& mRuntimeCoordinator;
RuntimeEventDispatcher& mRuntimeEventDispatcher;
RuntimeServices& mRuntimeServices;
RenderEngine& mRenderEngine;
ShaderBuildQueue& mShaderBuildQueue;
VideoBackend& mVideoBackend;
std::size_t mPendingCoordinatorShaderBuildEvents = 0;
std::size_t mPendingCoordinatorCompileStatusEvents = 0;
std::size_t mPendingCoordinatorRenderResetEvents = 0;
};