65 lines
2.1 KiB
C++
65 lines
2.1 KiB
C++
#pragma once
|
|
|
|
#include "../runtime/RuntimeLayerModel.h"
|
|
#include "RuntimeShaderPrepareWorker.h"
|
|
#include "RuntimeShaderRenderer.h"
|
|
|
|
#include <windows.h>
|
|
|
|
#include <cstdint>
|
|
#include <memory>
|
|
#include <string>
|
|
#include <vector>
|
|
|
|
class RuntimeRenderScene
|
|
{
|
|
public:
|
|
RuntimeRenderScene() = default;
|
|
RuntimeRenderScene(const RuntimeRenderScene&) = delete;
|
|
RuntimeRenderScene& operator=(const RuntimeRenderScene&) = delete;
|
|
~RuntimeRenderScene();
|
|
|
|
bool StartPrepareWorker(std::unique_ptr<HiddenGlWindow> sharedWindow, std::string& error);
|
|
bool CommitRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers, std::string& error);
|
|
bool HasLayers();
|
|
void RenderFrame(uint64_t frameIndex, unsigned width, unsigned height);
|
|
void ShutdownGl();
|
|
|
|
private:
|
|
struct LayerProgram
|
|
{
|
|
std::string layerId;
|
|
std::string shaderId;
|
|
std::string sourceFingerprint;
|
|
std::string pendingFingerprint;
|
|
std::vector<RuntimePreparedShaderProgram> pendingPreparedPrograms;
|
|
struct PassProgram
|
|
{
|
|
std::string passId;
|
|
std::vector<std::string> inputNames;
|
|
std::string outputName;
|
|
std::unique_ptr<RuntimeShaderRenderer> renderer;
|
|
};
|
|
std::vector<PassProgram> passes;
|
|
};
|
|
|
|
void ConsumePreparedPrograms();
|
|
void ReleasePendingPrograms(LayerProgram& layer);
|
|
void TryCommitPendingPrograms(LayerProgram& layer);
|
|
bool EnsureLayerTargets(unsigned width, unsigned height);
|
|
void DestroyLayerTargets();
|
|
GLuint RenderLayer(LayerProgram& layer, uint64_t frameIndex, unsigned width, unsigned height, GLuint layerInputTexture, GLuint outputFramebuffer, bool renderToOutput);
|
|
LayerProgram* FindLayer(const std::string& layerId);
|
|
const LayerProgram* FindLayer(const std::string& layerId) const;
|
|
LayerProgram::PassProgram* FindPass(LayerProgram& layer, const std::string& passId);
|
|
static std::string Fingerprint(const RuntimeShaderArtifact& artifact);
|
|
|
|
RuntimeShaderPrepareWorker mPrepareWorker;
|
|
std::vector<LayerProgram> mLayers;
|
|
std::vector<std::string> mLayerOrder;
|
|
GLuint mLayerFramebuffers[4] = {};
|
|
GLuint mLayerTextures[4] = {};
|
|
unsigned mLayerTargetWidth = 0;
|
|
unsigned mLayerTargetHeight = 0;
|
|
};
|