Shader compile thread seperation
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@@ -27,13 +27,8 @@ ShaderProgramCompiler::ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHo
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bool ShaderProgramCompiler::CompileLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
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{
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GLsizei errorBufferSize = 0;
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GLint compileResult = GL_FALSE;
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GLint linkResult = GL_FALSE;
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std::string fragmentShaderSource;
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std::string loadError;
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std::vector<LayerProgram::TextureBinding> textureBindings;
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const char* vertexSource = kFullscreenTriangleVertexShaderSource;
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if (!mRuntimeHost.BuildLayerFragmentShaderSource(state.layerId, fragmentShaderSource, loadError))
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{
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@@ -41,6 +36,17 @@ bool ShaderProgramCompiler::CompileLayerProgram(const RuntimeRenderState& state,
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return false;
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}
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return CompilePreparedLayerProgram(state, fragmentShaderSource, layerProgram, errorMessageSize, errorMessage);
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}
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bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::string& fragmentShaderSource, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
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{
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GLsizei errorBufferSize = 0;
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GLint compileResult = GL_FALSE;
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GLint linkResult = GL_FALSE;
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std::string loadError;
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std::vector<LayerProgram::TextureBinding> textureBindings;
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const char* vertexSource = kFullscreenTriangleVertexShaderSource;
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const char* fragmentSource = fragmentShaderSource.c_str();
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ScopedGlShader newVertexShader(glCreateShader(GL_VERTEX_SHADER));
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