85 lines
2.3 KiB
C++
85 lines
2.3 KiB
C++
#pragma once
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#include "RuntimeShaderArtifact.h"
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#include "SupportedShaderCatalog.h"
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#include <cstdint>
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#include <string>
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#include <vector>
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namespace RenderCadenceCompositor
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{
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enum class RuntimeLayerBuildState
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{
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Pending,
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Ready,
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Failed
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};
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struct RuntimeLayerReadModel
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{
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std::string id;
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std::string shaderId;
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std::string shaderName;
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bool bypass = false;
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RuntimeLayerBuildState buildState = RuntimeLayerBuildState::Pending;
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std::string message;
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bool renderReady = false;
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};
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struct RuntimeRenderLayerModel
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{
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std::string id;
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std::string shaderId;
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RuntimeShaderArtifact artifact;
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};
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struct RuntimeLayerModelSnapshot
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{
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bool compileSucceeded = true;
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std::string compileMessage;
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std::vector<RuntimeLayerReadModel> displayLayers;
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std::vector<RuntimeRenderLayerModel> renderLayers;
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};
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class RuntimeLayerModel
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{
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public:
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bool InitializeSingleLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& error);
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void Clear();
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bool AddLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& layerId, std::string& error);
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bool RemoveLayer(const std::string& layerId, std::string& error);
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bool MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error);
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bool MarkBuildReady(const RuntimeShaderArtifact& artifact, std::string& error);
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bool MarkBuildFailedForShader(const std::string& shaderId, const std::string& message);
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bool MarkBuildFailed(const std::string& layerId, const std::string& message, std::string& error);
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bool MarkRenderCommitFailed(const std::string& layerId, const std::string& message, std::string& error);
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RuntimeLayerModelSnapshot Snapshot() const;
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std::string FirstLayerId() const;
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private:
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struct Layer
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{
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std::string id;
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std::string shaderId;
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std::string shaderName;
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bool bypass = false;
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RuntimeLayerBuildState buildState = RuntimeLayerBuildState::Pending;
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std::string message;
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bool renderReady = false;
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RuntimeShaderArtifact artifact;
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};
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Layer* FindLayer(const std::string& layerId);
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const Layer* FindLayer(const std::string& layerId) const;
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Layer* FindFirstLayerForShader(const std::string& shaderId);
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std::string AllocateLayerId();
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static RuntimeLayerReadModel ToReadModel(const Layer& layer);
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std::vector<Layer> mLayers;
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uint64_t mNextLayerNumber = 1;
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};
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}
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