MayaFlux 0.4.0
Digital-First Multimedia Processing Framework
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ShaderProcessor.cpp
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1#include "ShaderProcessor.hpp"
2
4
5namespace MayaFlux::Buffers {
6
7//==============================================================================
8// Construction
9//==============================================================================
10
11ShaderProcessor::ShaderProcessor(const std::string& shader_path)
12 : m_config({ shader_path })
13{
14 m_processing_token = ProcessingToken::GRAPHICS_BACKEND;
15 initialize_buffer_service();
16 initialize_compute_service();
17}
18
26
31
32//==============================================================================
33// BufferProcessor Interface
34//==============================================================================
35
36void ShaderProcessor::processing_function(const std::shared_ptr<Buffer>& buffer)
37{
38 auto vk_buffer = std::dynamic_pointer_cast<VKBuffer>(buffer);
39 if (!vk_buffer) {
41 "ShaderProcessor can only process VKBuffers");
42 return;
43 }
44
47 "on_before_execute() reported failure, skipping shader execution");
48 return;
49 }
50
51 if (!m_initialized) {
53 initialize_pipeline(vk_buffer);
54 m_initialized = true;
55 }
56
58 initialize_pipeline(vk_buffer);
61 }
62
64 initialize_descriptors(vk_buffer);
66 } else {
67 update_descriptors(vk_buffer);
68 }
69
70 execute_shader(vk_buffer);
71}
72
73void ShaderProcessor::on_attach(const std::shared_ptr<Buffer>& buffer)
74{
75 auto vk_buffer = std::dynamic_pointer_cast<VKBuffer>(buffer);
76 if (!vk_buffer)
77 return;
78
79 if (m_config.bindings.empty()) {
80 auto_bind_buffer(vk_buffer);
81 }
82
84 "ShaderProcessor attached to VKBuffer (size: {} bytes, modality: {})",
85 vk_buffer->get_size_bytes(),
86 static_cast<int>(vk_buffer->get_modality()));
87}
88
89void ShaderProcessor::on_detach(const std::shared_ptr<Buffer>& buffer)
90{
91 auto vk_buffer = std::dynamic_pointer_cast<VKBuffer>(buffer);
92 if (!vk_buffer)
93 return;
94
95 for (auto it = m_bound_buffers.begin(); it != m_bound_buffers.end();) {
96 if (it->second == vk_buffer) {
97 it = m_bound_buffers.erase(it);
98 } else {
99 ++it;
100 }
101 }
103}
104
105bool ShaderProcessor::is_compatible_with(const std::shared_ptr<Buffer>& buffer) const
106{
107 return std::dynamic_pointer_cast<VKBuffer>(buffer) != nullptr;
108}
109
110//==============================================================================
111// Buffer Binding
112//==============================================================================
113
114void ShaderProcessor::bind_buffer(const std::string& descriptor_name, const std::shared_ptr<VKBuffer>& buffer)
115{
116 if (!buffer) {
118 "Cannot bind null buffer to descriptor '{}'", descriptor_name);
119 return;
120 }
121
122 ensure_initialized(buffer);
123
124 if (m_config.bindings.find(descriptor_name) == m_config.bindings.end()) {
125 auto user_binding_count = static_cast<uint32_t>(
126 std::ranges::count_if(m_config.bindings, [](const auto& pair) {
127 return pair.second.set == 1;
128 }));
130 ShaderBinding default_binding;
131 default_binding.set = 1;
132 default_binding.binding = user_binding_count;
133 default_binding.type = vk::DescriptorType::eStorageBuffer;
134 m_config.bindings[descriptor_name] = default_binding;
137 "Created default binding for '{}': set={}, binding={}",
138 descriptor_name, default_binding.set, default_binding.binding);
139 }
140
141 m_bound_buffers[descriptor_name] = buffer;
143
145 "Bound buffer to descriptor '{}' (size: {} bytes)",
146 descriptor_name, buffer->get_size_bytes());
147}
148
149void ShaderProcessor::unbind_buffer(const std::string& descriptor_name)
150{
151 auto it = m_bound_buffers.find(descriptor_name);
152 if (it != m_bound_buffers.end()) {
153 m_bound_buffers.erase(it);
155 }
156}
157
158std::shared_ptr<VKBuffer> ShaderProcessor::get_bound_buffer(const std::string& descriptor_name) const
159{
160 auto it = m_bound_buffers.find(descriptor_name);
161 return it != m_bound_buffers.end() ? it->second : nullptr;
162}
163
164void ShaderProcessor::auto_bind_buffer(const std::shared_ptr<VKBuffer>& buffer)
165{
166 std::string descriptor_name;
167 if (m_auto_bind_index == 0) {
168 descriptor_name = "input";
169 } else if (m_auto_bind_index == 1) {
170 descriptor_name = "output";
171 } else {
172 descriptor_name = "buffer_" + std::to_string(m_auto_bind_index);
173 }
174
175 bind_buffer(descriptor_name, buffer);
177}
178
179//==============================================================================
180// Shader Management
181//==============================================================================
182
184{
186 "Hot-reloading shader: {}", m_config.shader_path);
187
188 auto& foundry = Portal::Graphics::get_shader_foundry();
189 auto new_shader_id = foundry.reload_shader(m_config.shader_path);
190
191 if (new_shader_id == Portal::Graphics::INVALID_SHADER) {
193 "Hot-reload failed for shader: {}", m_config.shader_path);
194 return false;
195 }
196
198 foundry.destroy_shader(m_shader_id);
199 }
200
201 m_shader_id = new_shader_id;
204
206 "Shader hot-reloaded successfully (ID: {})", m_shader_id);
207 return true;
208}
209
210void ShaderProcessor::set_shader(const std::string& shader_path)
211{
212 m_config.shader_path = shader_path;
215}
216
217//==============================================================================
218// Push Constants
219//==============================================================================
220
227
229{
232 "Push constant data size {} exceeds configured size {}",
234 return;
235 }
236
238 std::memcpy(m_push_constant_data.data(), data, size);
239}
240
241//==============================================================================
242// Specialization Constants
243//==============================================================================
244
245void ShaderProcessor::set_specialization_constant(uint32_t constant_id, uint32_t value)
246{
247 m_config.specialization_constants[constant_id] = value;
249}
250
256
257//==============================================================================
258// Configuration
259//==============================================================================
260
262{
263 m_config = config;
267}
268
269void ShaderProcessor::add_binding(const std::string& descriptor_name, const ShaderBinding& binding)
270{
271 m_config.bindings[descriptor_name] = binding;
273}
274
275//==========================================================================
276// Data movement Queries
277//==========================================================================
278
279[[nodiscard]] ShaderProcessor::BufferUsageHint ShaderProcessor::get_buffer_usage_hint(const std::string& descriptor_name) const
280{
281 if (descriptor_name == "input")
283 if (descriptor_name == "output")
286}
287
288bool ShaderProcessor::is_in_place_operation(const std::string& descriptor_name) const
289{
290 auto hint = get_buffer_usage_hint(descriptor_name);
291 return hint == BufferUsageHint::BIDIRECTIONAL;
292}
293
294bool ShaderProcessor::has_binding(const std::string& descriptor_name) const
295{
296 return m_config.bindings.find(descriptor_name) != m_config.bindings.end();
297}
298
299std::vector<std::string> ShaderProcessor::get_binding_names() const
300{
301 std::vector<std::string> names;
302 names.reserve(m_config.bindings.size());
303 for (const auto& [name, _] : m_config.bindings) {
304 names.push_back(name);
305 }
306 return names;
307}
308
310{
311 return std::ranges::all_of(
313 [this](const auto& pair) {
314 return m_bound_buffers.find(pair.first) != m_bound_buffers.end();
315 });
316}
317
318//==============================================================================
319// Protected Hooks
320//==============================================================================
321
322void ShaderProcessor::on_before_compile(const std::string&) { }
327bool ShaderProcessor::on_before_execute(Portal::Graphics::CommandBufferID, const std::shared_ptr<VKBuffer>&) { return true; }
329
330//==============================================================================
331// Private Implementation
332//==============================================================================
333
352
353std::optional<uint32_t> ShaderProcessor::resolve_ds_index(uint32_t set) const
354{
356 if (set == 0)
357 return std::nullopt;
358 const uint32_t idx = set - 1;
359 if (idx >= m_descriptor_set_ids.size())
360 return std::nullopt;
361 return idx;
362 }
363 if (set >= m_descriptor_set_ids.size())
364 return std::nullopt;
365 return set;
366}
367
368void ShaderProcessor::update_descriptors(const std::shared_ptr<VKBuffer>& buffer)
369{
370 if (m_descriptor_set_ids.empty()) {
371 return;
372 }
373
374 auto& foundry = Portal::Graphics::get_shader_foundry();
375 auto& descriptor_bindings = buffer->get_pipeline_context().descriptor_buffer_bindings;
376
377 std::set<std::pair<uint32_t, uint32_t>> updated_pairs;
378
379 for (const auto& binding : descriptor_bindings) {
380 auto ds_index = resolve_ds_index(binding.set);
381 if (!ds_index) {
383 "Descriptor set index {} out of range or reserved", binding.set);
384 continue;
385 }
386
387 foundry.update_descriptor_buffer(
388 m_descriptor_set_ids[*ds_index],
389 binding.binding,
390 binding.type,
391 binding.buffer_info.buffer,
392 binding.buffer_info.offset,
393 binding.buffer_info.range);
394
395 updated_pairs.emplace(binding.set, binding.binding);
396 }
397
398 for (const auto& [descriptor_name, buf] : m_bound_buffers) {
399 auto binding_it = m_config.bindings.find(descriptor_name);
400 if (binding_it == m_config.bindings.end()) {
401 continue;
402 }
403
404 const auto& binding = binding_it->second;
405 auto key = std::make_pair(binding.set, binding.binding);
406
407 if (updated_pairs.count(key)) {
408 continue;
409 }
410
411 auto ds_index = resolve_ds_index(binding.set);
412 if (!ds_index) {
414 "Invalid descriptor set index {} for binding '{}'",
415 binding.set, descriptor_name);
416 continue;
417 }
418
419 foundry.update_descriptor_buffer(
420 m_descriptor_set_ids[*ds_index],
421 binding.binding,
422 binding.type,
423 buf->get_buffer(),
424 0,
425 buf->get_size_bytes());
426 }
427}
428
430{
431 auto& foundry = Portal::Graphics::get_shader_foundry();
432 auto& compute_press = Portal::Graphics::get_compute_press();
433
435 foundry.destroy_shader(m_shader_id);
437 }
438
439 m_descriptor_set_ids.clear();
440 m_bound_buffers.clear();
441 m_initialized = false;
442}
443
444} // namespace MayaFlux::Buffers
#define MF_INFO(comp, ctx,...)
#define MF_ERROR(comp, ctx,...)
#define MF_RT_ERROR(comp, ctx,...)
#define MF_TRACE(comp, ctx,...)
#define MF_DEBUG(comp, ctx,...)
#define MF_RT_DEBUG(comp, ctx,...)
Range size
virtual void initialize_pipeline(const std::shared_ptr< VKBuffer > &buffer)=0
ShaderProcessor(const std::string &shader_path)
Construct processor with shader path.
Portal::Graphics::CommandBufferID m_last_command_buffer
bool are_bindings_complete() const
Check if all required bindings are satisfied.
std::optional< uint32_t > resolve_ds_index(uint32_t set) const
Resolve logical descriptor set index to actual index.
virtual void execute_shader(const std::shared_ptr< VKBuffer > &buffer)=0
std::unordered_map< std::string, std::shared_ptr< VKBuffer > > m_bound_buffers
void unbind_buffer(const std::string &descriptor_name)
Unbind a buffer from a descriptor.
Portal::Graphics::ShaderID m_shader_id
std::vector< uint8_t > m_push_constant_data
virtual void on_after_execute(Portal::Graphics::CommandBufferID cmd_id, const std::shared_ptr< VKBuffer > &buffer)
Called after each process callback.
virtual void on_descriptors_created()
Called after descriptor sets are created.
virtual void initialize_descriptors(const std::shared_ptr< VKBuffer > &buffer)=0
std::shared_ptr< VKBuffer > get_bound_buffer(const std::string &descriptor_name) const
Get bound buffer for a descriptor name.
virtual void update_descriptors(const std::shared_ptr< VKBuffer > &buffer)
virtual void on_before_compile(const std::string &shader_path)
Called before shader compilation.
virtual bool on_before_execute(Portal::Graphics::CommandBufferID cmd_id, const std::shared_ptr< VKBuffer > &buffer)
Called before each process callback.
void on_detach(const std::shared_ptr< Buffer > &buffer) override
Called when this processor is detached from a buffer.
void auto_bind_buffer(const std::shared_ptr< VKBuffer > &buffer)
Auto-bind buffer based on attachment order.
bool has_binding(const std::string &descriptor_name) const
Check if a descriptor binding exists.
void set_push_constant_size()
Set push constant size from type.
void processing_function(const std::shared_ptr< Buffer > &buffer) override
The core processing function that must be implemented by derived classes.
virtual void on_pipeline_created(Portal::Graphics::ComputePipelineID pipeline_id)
Called after pipeline is created.
virtual bool is_in_place_operation(const std::string &descriptor_name) const
Check if shader modifies a specific buffer in-place.
virtual void on_shader_loaded(Portal::Graphics::ShaderID shader_id)
Called after shader is loaded.
void add_binding(const std::string &descriptor_name, const ShaderBinding &binding)
Add descriptor binding configuration.
bool hot_reload_shader()
Hot-reload shader from ShaderFoundry.
virtual void on_before_descriptors_create()
Called before descriptor sets are created.
void set_config(const ShaderConfig &config)
Update entire configuration.
void set_shader(const std::string &shader_path)
Update shader path and reload.
bool m_engine_owns_set_zero
Whether the engine reserves set=0 for global resources.
bool is_compatible_with(const std::shared_ptr< Buffer > &buffer) const override
Checks if this processor can handle the specified buffer type.
virtual BufferUsageHint get_buffer_usage_hint(const std::string &descriptor_name) const
Get buffer usage hint for a descriptor.
BufferUsageHint
Get buffer usage characteristics needed for safe data flow.
@ OUTPUT_WRITE
Shader writes output (modifies)
std::vector< std::string > get_binding_names() const
Get all configured descriptor names.
void set_specialization_constant(uint32_t constant_id, uint32_t value)
Set specialization constant.
void on_attach(const std::shared_ptr< Buffer > &buffer) override
Called when this processor is attached to a buffer.
void bind_buffer(const std::string &descriptor_name, const std::shared_ptr< VKBuffer > &buffer)
Bind a VKBuffer to a named shader descriptor.
std::vector< Portal::Graphics::DescriptorSetID > m_descriptor_set_ids
void clear_specialization_constants()
Clear all specialization constants.
virtual void set_push_constant_data_raw(const void *data, size_t size)
Update push constant data (raw bytes)
void ensure_initialized(const std::shared_ptr< VKBuffer > &buffer)
Definition VKBuffer.cpp:462
@ GRAPHICS_BACKEND
Standard graphics processing backend configuration.
@ BufferProcessing
Buffer processing (Buffers::BufferManager, processing chains)
@ Buffers
Buffers, Managers, processors and processing chains.
constexpr ShaderID INVALID_SHADER
MAYAFLUX_API ShaderFoundry & get_shader_foundry()
Get the global shader compiler instance.
MAYAFLUX_API ComputePress & get_compute_press()
uint32_t binding
Binding point within set.
uint32_t set
Descriptor set index.
Describes how a VKBuffer binds to a shader descriptor.
std::string shader_path
Path to shader file.
std::unordered_map< uint32_t, uint32_t > specialization_constants
std::unordered_map< std::string, ShaderBinding > bindings
Portal::Graphics::ShaderStage stage