Shader compile thread seperation
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@@ -3,6 +3,7 @@
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#include "GlobalParamsBuffer.h"
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#include "OpenGLRenderer.h"
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#include "RuntimeHost.h"
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#include "ShaderBuildQueue.h"
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#include "ShaderTypes.h"
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#include "ShaderProgramCompiler.h"
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#include "ShaderTextureBindings.h"
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@@ -17,11 +18,13 @@ public:
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OpenGLShaderPrograms(OpenGLRenderer& renderer, RuntimeHost& runtimeHost);
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bool CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
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bool CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
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bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
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void DestroyLayerPrograms();
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void DestroySingleLayerProgram(LayerProgram& layerProgram);
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void DestroyDecodeShaderProgram();
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void ResetTemporalHistoryState();
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const std::vector<RuntimeRenderState>& CommittedLayerStates() const { return mCommittedLayerStates; }
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bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
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bool UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength);
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@@ -31,4 +34,5 @@ private:
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ShaderTextureBindings mTextureBindings;
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GlobalParamsBuffer mGlobalParamsBuffer;
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ShaderProgramCompiler mCompiler;
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std::vector<RuntimeRenderState> mCommittedLayerStates;
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};
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