93 lines
2.4 KiB
C++
93 lines
2.4 KiB
C++
#include "RuntimeLayerController.h"
|
|
|
|
#include "../logging/Logger.h"
|
|
|
|
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();
|
|
}
|
|
|
|
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::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);
|
|
}
|
|
|
|
}
|