Files
renderdoc/qrenderdoc/Code/RenderManager.h
T
baldurk d40fc8471d Change API enums to enum class, remove now redundant prefixing
* This gives a little nicer syntax, a bit better type safety, and also
  reflects better for SWIG bindings. Overall it's a minor change but
  better.
* We don't update the C# UI at all, since it's soon to be removed and
  not worth the effort/code churn.
* For now so we're ABI compatible with C#, all enums are uint32_t, but
  that is an obvious optimisation in future to reduce struct packing.
* We avoid 'None' as an enum value, because it's a reserved word in
  python so will cause problems generating bindings.
2017-04-18 14:57:33 +01:00

199 lines
5.9 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2016-2017 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#include <QMutex>
#include <QQueue>
#include <QSemaphore>
#include <QString>
#include <QThread>
#include <QVariantMap>
#include <QWaitCondition>
#include <functional>
#include "QRDUtils.h"
#include "RemoteHost.h"
#include "renderdoc_replay.h"
struct IReplayRenderer;
class LambdaThread;
class RemoteHost;
// simple helper for the common case of 'we just need to run this on the render thread
#define INVOKE_MEMFN(function) \
m_Ctx.Renderer().AsyncInvoke([this](IReplayRenderer *r) { function(r); });
struct EnvironmentModification
{
QString variable;
QString value;
EnvMod type;
EnvSep separator;
QString GetTypeString() const
{
QString ret;
if(type == EnvMod::Append)
ret = QString("Append, %1").arg(ToQStr(separator));
else if(type == EnvMod::Prepend)
ret = QString("Prepend, %1").arg(ToQStr(separator));
else
ret = "Set";
return ret;
}
QString GetDescription() const
{
QString ret;
if(type == EnvMod::Append)
ret = QString("Append %1 with %2 using %3").arg(variable).arg(value).arg(ToQStr(separator));
else if(type == EnvMod::Prepend)
ret = QString("Prepend %1 with %2 using %3").arg(variable).arg(value).arg(ToQStr(separator));
else
ret = QString("Set %1 to %2").arg(variable).arg(value);
return ret;
}
QVariantMap toJSON() const
{
QVariantMap ret;
ret["variable"] = variable;
ret["value"] = value;
ret["type"] = ToQStr(type);
ret["separator"] = ToQStr(separator);
return ret;
}
void fromJSON(const QVariantMap &data)
{
variable = data["variable"].toString();
value = data["value"].toString();
QString t = data["type"].toString();
if(t == ToQStr(EnvMod::Append))
type = EnvMod::Append;
else if(t == ToQStr(EnvMod::Prepend))
type = EnvMod::Prepend;
else
type = EnvMod::Set;
QString s = data["separator"].toString();
if(s == ToQStr(EnvSep::SemiColon))
separator = EnvSep::SemiColon;
else if(s == ToQStr(EnvSep::Colon))
separator = EnvSep::Colon;
else if(s == ToQStr(EnvSep::Platform))
separator = EnvSep::Platform;
else
separator = EnvSep::NoSep;
}
};
class RenderManager
{
public:
typedef std::function<void(IReplayRenderer *)> InvokeMethod;
typedef std::function<void(const char *, const rdctype::array<DirectoryFile> &)> DirectoryBrowseMethod;
RenderManager();
~RenderManager();
void OpenCapture(const QString &logfile, float *progress);
void DeleteCapture(const QString &logfile, bool local);
bool IsRunning();
ReplayStatus GetCreateStatus() { return m_CreateStatus; }
// this tagged version is for cases when we might send a request - e.g. to pick a vertex or pixel
// - and want to pre-empt it with a new request before the first has returned. Either because some
// other work is taking a while or because we're sending requests faster than they can be
// processed.
// the manager processes only the request on the top of the queue, so when a new tagged invoke
// comes in, we remove any other requests in the queue before it that have the same tag
void AsyncInvoke(const QString &tag, InvokeMethod m);
void AsyncInvoke(InvokeMethod m);
void BlockInvoke(InvokeMethod m);
void CloseThread();
ReplayStatus ConnectToRemoteServer(RemoteHost *host);
void DisconnectFromRemoteServer();
void ShutdownServer();
void PingRemote();
const RemoteHost *remote() { return m_RemoteHost; }
uint32_t ExecuteAndInject(const QString &exe, const QString &workingDir, const QString &cmdLine,
const QList<EnvironmentModification> &env, const QString &logfile,
CaptureOptions opts);
QStringList GetRemoteSupport();
void GetHomeFolder(bool synchronous, DirectoryBrowseMethod cb);
bool ListFolder(QString path, bool synchronous, DirectoryBrowseMethod cb);
QString CopyCaptureToRemote(const QString &localpath, QWidget *window);
void CopyCaptureFromRemote(const QString &remotepath, const QString &localpath, QWidget *window);
private:
struct InvokeHandle
{
InvokeHandle(InvokeMethod m, const QString &t = QString())
{
tag = t;
method = m;
selfdelete = false;
}
QString tag;
InvokeMethod method;
QSemaphore processed;
bool selfdelete;
};
void run();
QMutex m_RenderLock;
QQueue<InvokeHandle *> m_RenderQueue;
QWaitCondition m_RenderCondition;
void PushInvoke(InvokeHandle *cmd);
int m_ProxyRenderer;
QString m_ReplayHost;
QString m_Logfile;
float *m_Progress;
QMutex m_RemoteLock;
RemoteHost *m_RemoteHost = NULL;
IRemoteServer *m_Remote = NULL;
volatile bool m_Running;
LambdaThread *m_Thread;
ReplayStatus m_CreateStatus;
};