Shader compile thread seperation
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@@ -4,6 +4,8 @@
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#include "RuntimeHost.h"
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#include "ShaderTextureBindings.h"
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#include <string>
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class ShaderProgramCompiler
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{
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public:
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@@ -12,6 +14,7 @@ public:
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ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, ShaderTextureBindings& textureBindings);
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bool CompileLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
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bool CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::string& fragmentShaderSource, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
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bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
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private:
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