restructure
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#pragma once
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#include "RuntimeShaderProgram.h"
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#include "../../runtime/RuntimeLayerModel.h"
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#include <windows.h>
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#include <atomic>
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#include <condition_variable>
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#include <deque>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <vector>
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class HiddenGlWindow;
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class RuntimeShaderPrepareWorker
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{
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public:
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RuntimeShaderPrepareWorker() = default;
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RuntimeShaderPrepareWorker(const RuntimeShaderPrepareWorker&) = delete;
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RuntimeShaderPrepareWorker& operator=(const RuntimeShaderPrepareWorker&) = delete;
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~RuntimeShaderPrepareWorker();
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bool Start(std::unique_ptr<HiddenGlWindow> sharedWindow, std::string& error);
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void Stop();
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void Submit(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers);
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bool TryConsume(RuntimePreparedShaderProgram& preparedProgram);
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private:
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struct PrepareRequest
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{
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std::string layerId;
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std::string shaderId;
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std::string sourceFingerprint;
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RuntimeShaderArtifact artifact;
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};
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void ThreadMain();
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static std::string Fingerprint(const RuntimeShaderArtifact& artifact);
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std::unique_ptr<HiddenGlWindow> mWindow;
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std::mutex mMutex;
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std::condition_variable mCondition;
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std::deque<PrepareRequest> mRequests;
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std::deque<RuntimePreparedShaderProgram> mCompleted;
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std::condition_variable mStartupCondition;
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std::thread mThread;
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std::atomic<bool> mStopping{ false };
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std::atomic<bool> mStarted{ false };
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bool mStartupReady = false;
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std::string mStartupError;
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};
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