Shader compile thread seperation
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57
apps/LoopThroughWithOpenGLCompositing/gl/ShaderBuildQueue.h
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57
apps/LoopThroughWithOpenGLCompositing/gl/ShaderBuildQueue.h
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#pragma once
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#include "ShaderTypes.h"
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#include <condition_variable>
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#include <cstdint>
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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 RuntimeHost;
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struct PreparedLayerShader
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{
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RuntimeRenderState state;
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std::string fragmentShaderSource;
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};
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struct PreparedShaderBuild
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{
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uint64_t generation = 0;
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bool succeeded = false;
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std::string message;
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std::vector<RuntimeRenderState> layerStates;
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std::vector<PreparedLayerShader> layers;
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};
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class ShaderBuildQueue
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{
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public:
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explicit ShaderBuildQueue(RuntimeHost& runtimeHost);
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~ShaderBuildQueue();
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ShaderBuildQueue(const ShaderBuildQueue&) = delete;
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ShaderBuildQueue& operator=(const ShaderBuildQueue&) = delete;
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void RequestBuild(unsigned outputWidth, unsigned outputHeight);
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bool TryConsumeReadyBuild(PreparedShaderBuild& build);
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void Stop();
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private:
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void WorkerLoop();
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PreparedShaderBuild Build(uint64_t generation, unsigned outputWidth, unsigned outputHeight);
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RuntimeHost& mRuntimeHost;
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std::thread mWorkerThread;
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std::mutex mMutex;
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std::condition_variable mCondition;
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bool mStopping = false;
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bool mHasRequest = false;
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uint64_t mRequestedGeneration = 0;
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unsigned mRequestedOutputWidth = 0;
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unsigned mRequestedOutputHeight = 0;
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bool mHasReadyBuild = false;
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PreparedShaderBuild mReadyBuild;
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};
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