Phase 4 step 2a
This commit is contained in:
116
apps/LoopThroughWithOpenGLCompositing/gl/RenderCommandQueue.cpp
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116
apps/LoopThroughWithOpenGLCompositing/gl/RenderCommandQueue.cpp
Normal file
@@ -0,0 +1,116 @@
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#include "RenderCommandQueue.h"
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void RenderCommandQueue::RequestPreviewPresent(const RenderPreviewPresentRequest& request)
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{
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std::lock_guard<std::mutex> lock(mMutex);
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if (mHasPreviewPresentRequest)
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++mCoalescedCount;
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else
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++mEnqueuedCount;
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mPreviewPresentRequest = request;
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mHasPreviewPresentRequest = true;
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}
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bool RenderCommandQueue::TryTakePreviewPresent(RenderPreviewPresentRequest& request)
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{
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std::lock_guard<std::mutex> lock(mMutex);
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if (!mHasPreviewPresentRequest)
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return false;
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request = mPreviewPresentRequest;
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mPreviewPresentRequest = {};
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mHasPreviewPresentRequest = false;
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return true;
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}
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void RenderCommandQueue::RequestScreenshotCapture(const RenderScreenshotCaptureRequest& request)
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{
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std::lock_guard<std::mutex> lock(mMutex);
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if (mHasScreenshotCaptureRequest)
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++mCoalescedCount;
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else
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++mEnqueuedCount;
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mScreenshotCaptureRequest = request;
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mHasScreenshotCaptureRequest = true;
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}
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bool RenderCommandQueue::TryTakeScreenshotCapture(RenderScreenshotCaptureRequest& request)
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{
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std::lock_guard<std::mutex> lock(mMutex);
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if (!mHasScreenshotCaptureRequest)
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return false;
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request = mScreenshotCaptureRequest;
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mScreenshotCaptureRequest = {};
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mHasScreenshotCaptureRequest = false;
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return true;
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}
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void RenderCommandQueue::RequestRenderReset(RenderCommandResetScope scope)
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{
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if (scope == RenderCommandResetScope::None)
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return;
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std::lock_guard<std::mutex> lock(mMutex);
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if (mRenderResetScope != RenderCommandResetScope::None)
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++mCoalescedCount;
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else
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++mEnqueuedCount;
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mRenderResetScope = MergeResetScopes(mRenderResetScope, scope);
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}
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bool RenderCommandQueue::TryTakeRenderReset(RenderCommandResetScope& scope)
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{
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std::lock_guard<std::mutex> lock(mMutex);
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if (mRenderResetScope == RenderCommandResetScope::None)
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return false;
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scope = mRenderResetScope;
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mRenderResetScope = RenderCommandResetScope::None;
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return true;
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}
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RenderCommandQueueMetrics RenderCommandQueue::GetMetrics() const
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{
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std::lock_guard<std::mutex> lock(mMutex);
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RenderCommandQueueMetrics metrics;
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metrics.depth =
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(mHasPreviewPresentRequest ? 1u : 0u) +
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(mHasScreenshotCaptureRequest ? 1u : 0u) +
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(mRenderResetScope != RenderCommandResetScope::None ? 1u : 0u);
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metrics.enqueuedCount = mEnqueuedCount;
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metrics.coalescedCount = mCoalescedCount;
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return metrics;
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}
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RenderCommandResetScope RenderCommandQueue::MergeResetScopes(RenderCommandResetScope current, RenderCommandResetScope requested)
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{
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if (current == RenderCommandResetScope::TemporalHistoryAndFeedback ||
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requested == RenderCommandResetScope::TemporalHistoryAndFeedback)
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{
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return RenderCommandResetScope::TemporalHistoryAndFeedback;
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}
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if ((current == RenderCommandResetScope::TemporalHistoryOnly && requested == RenderCommandResetScope::ShaderFeedbackOnly) ||
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(current == RenderCommandResetScope::ShaderFeedbackOnly && requested == RenderCommandResetScope::TemporalHistoryOnly))
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{
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return RenderCommandResetScope::TemporalHistoryAndFeedback;
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}
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if (current == RenderCommandResetScope::TemporalHistoryOnly ||
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requested == RenderCommandResetScope::TemporalHistoryOnly)
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{
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return RenderCommandResetScope::TemporalHistoryOnly;
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}
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if (current == RenderCommandResetScope::ShaderFeedbackOnly ||
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requested == RenderCommandResetScope::ShaderFeedbackOnly)
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{
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return RenderCommandResetScope::ShaderFeedbackOnly;
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}
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return RenderCommandResetScope::None;
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}
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@@ -0,0 +1,59 @@
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#pragma once
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#include <cstddef>
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#include <cstdint>
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#include <mutex>
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enum class RenderCommandResetScope
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{
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None,
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ShaderFeedbackOnly,
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TemporalHistoryOnly,
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TemporalHistoryAndFeedback
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};
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struct RenderPreviewPresentRequest
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{
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unsigned outputFrameWidth = 0;
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unsigned outputFrameHeight = 0;
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};
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struct RenderScreenshotCaptureRequest
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{
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unsigned width = 0;
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unsigned height = 0;
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};
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struct RenderCommandQueueMetrics
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{
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std::size_t depth = 0;
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uint64_t enqueuedCount = 0;
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uint64_t coalescedCount = 0;
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};
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class RenderCommandQueue
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{
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public:
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void RequestPreviewPresent(const RenderPreviewPresentRequest& request);
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bool TryTakePreviewPresent(RenderPreviewPresentRequest& request);
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void RequestScreenshotCapture(const RenderScreenshotCaptureRequest& request);
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bool TryTakeScreenshotCapture(RenderScreenshotCaptureRequest& request);
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void RequestRenderReset(RenderCommandResetScope scope);
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bool TryTakeRenderReset(RenderCommandResetScope& scope);
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RenderCommandQueueMetrics GetMetrics() const;
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private:
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static RenderCommandResetScope MergeResetScopes(RenderCommandResetScope current, RenderCommandResetScope requested);
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mutable std::mutex mMutex;
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bool mHasPreviewPresentRequest = false;
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RenderPreviewPresentRequest mPreviewPresentRequest;
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bool mHasScreenshotCaptureRequest = false;
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RenderScreenshotCaptureRequest mScreenshotCaptureRequest;
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RenderCommandResetScope mRenderResetScope = RenderCommandResetScope::None;
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uint64_t mEnqueuedCount = 0;
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uint64_t mCoalescedCount = 0;
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};
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@@ -1,7 +1,5 @@
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#include "RenderEngine.h"
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#include "ShaderBuildQueue.h"
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#include <gl/gl.h>
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#include <algorithm>
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@@ -88,48 +86,16 @@ bool RenderEngine::ApplyPreparedShaderBuild(
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return true;
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}
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RenderEngine::PreparedShaderBuildApplyResult RenderEngine::TryApplyReadyShaderBuild(
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ShaderBuildQueue& shaderBuildQueue,
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unsigned inputFrameWidth,
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unsigned inputFrameHeight,
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bool preserveFeedbackState)
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{
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PreparedShaderBuildApplyResult result;
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PreparedShaderBuild readyBuild;
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if (!shaderBuildQueue.TryConsumeReadyBuild(readyBuild))
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return result;
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result.hadReadyBuild = true;
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char compilerErrorMessage[1024] = {};
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if (!ApplyPreparedShaderBuild(
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readyBuild,
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inputFrameWidth,
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inputFrameHeight,
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preserveFeedbackState,
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sizeof(compilerErrorMessage),
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compilerErrorMessage))
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{
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result.errorMessage = compilerErrorMessage;
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return result;
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}
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result.applied = true;
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return result;
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}
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const std::vector<RuntimeRenderState>& RenderEngine::CommittedLayerStates() const
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{
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return mShaderPrograms.CommittedLayerStates();
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}
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void RenderEngine::ResetTemporalHistoryState()
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{
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mShaderPrograms.ResetTemporalHistoryState();
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mRenderCommandQueue.RequestRenderReset(RenderCommandResetScope::TemporalHistoryOnly);
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ProcessRenderResetCommandsOnRenderThread();
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}
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void RenderEngine::ResetShaderFeedbackState()
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{
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mShaderPrograms.ResetShaderFeedbackState();
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mRenderCommandQueue.RequestRenderReset(RenderCommandResetScope::ShaderFeedbackOnly);
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ProcessRenderResetCommandsOnRenderThread();
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}
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void RenderEngine::ApplyRuntimeCoordinatorRenderReset(RuntimeCoordinatorRenderResetScope resetScope)
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@@ -137,11 +103,12 @@ void RenderEngine::ApplyRuntimeCoordinatorRenderReset(RuntimeCoordinatorRenderRe
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switch (resetScope)
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{
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case RuntimeCoordinatorRenderResetScope::TemporalHistoryOnly:
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ResetTemporalHistoryState();
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mRenderCommandQueue.RequestRenderReset(RenderCommandResetScope::TemporalHistoryOnly);
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ProcessRenderResetCommandsOnRenderThread();
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break;
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case RuntimeCoordinatorRenderResetScope::TemporalHistoryAndFeedback:
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ResetTemporalHistoryState();
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ResetShaderFeedbackState();
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mRenderCommandQueue.RequestRenderReset(RenderCommandResetScope::TemporalHistoryAndFeedback);
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ProcessRenderResetCommandsOnRenderThread();
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break;
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case RuntimeCoordinatorRenderResetScope::None:
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default:
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@@ -149,6 +116,43 @@ void RenderEngine::ApplyRuntimeCoordinatorRenderReset(RuntimeCoordinatorRenderRe
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}
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}
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void RenderEngine::ResetTemporalHistoryStateOnRenderThread()
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{
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mShaderPrograms.ResetTemporalHistoryState();
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}
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void RenderEngine::ResetShaderFeedbackStateOnRenderThread()
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{
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mShaderPrograms.ResetShaderFeedbackState();
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}
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void RenderEngine::ApplyRenderResetOnRenderThread(RenderCommandResetScope resetScope)
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{
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switch (resetScope)
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{
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case RenderCommandResetScope::ShaderFeedbackOnly:
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ResetShaderFeedbackStateOnRenderThread();
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break;
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case RenderCommandResetScope::TemporalHistoryOnly:
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ResetTemporalHistoryStateOnRenderThread();
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break;
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case RenderCommandResetScope::TemporalHistoryAndFeedback:
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ResetTemporalHistoryStateOnRenderThread();
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ResetShaderFeedbackStateOnRenderThread();
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break;
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case RenderCommandResetScope::None:
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default:
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break;
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}
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}
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void RenderEngine::ProcessRenderResetCommandsOnRenderThread()
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{
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RenderCommandResetScope resetScope = RenderCommandResetScope::None;
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while (mRenderCommandQueue.TryTakeRenderReset(resetScope))
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ApplyRenderResetOnRenderThread(resetScope);
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}
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void RenderEngine::ClearOscOverlayState()
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{
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mRuntimeLiveState.Clear();
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@@ -195,7 +199,10 @@ bool RenderEngine::TryPresentPreview(bool force, unsigned previewFps, unsigned o
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if (!TryEnterCriticalSection(&mMutex))
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return false;
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const bool presented = PresentPreviewOnRenderThread(outputFrameWidth, outputFrameHeight);
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mRenderCommandQueue.RequestPreviewPresent({ outputFrameWidth, outputFrameHeight });
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RenderPreviewPresentRequest request;
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const bool presented = mRenderCommandQueue.TryTakePreviewPresent(request) &&
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PresentPreviewOnRenderThread(request.outputFrameWidth, request.outputFrameHeight);
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LeaveCriticalSection(&mMutex);
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return presented;
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}
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@@ -252,6 +259,7 @@ bool RenderEngine::RenderOutputFrame(const RenderPipelineFrameContext& context,
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bool RenderEngine::RenderOutputFrameOnRenderThread(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame)
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{
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ProcessRenderResetCommandsOnRenderThread();
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return mRenderPipeline.RenderFrame(context, outputFrame);
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}
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@@ -333,7 +341,10 @@ bool RenderEngine::CaptureOutputFrameRgbaTopDown(unsigned width, unsigned height
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{
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EnterCriticalSection(&mMutex);
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wglMakeCurrent(mHdc, mHglrc);
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const bool captured = CaptureOutputFrameRgbaTopDownOnRenderThread(width, height, topDownPixels);
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mRenderCommandQueue.RequestScreenshotCapture({ width, height });
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RenderScreenshotCaptureRequest request;
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const bool captured = mRenderCommandQueue.TryTakeScreenshotCapture(request) &&
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CaptureOutputFrameRgbaTopDownOnRenderThread(request.width, request.height, topDownPixels);
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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return captured;
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@@ -4,6 +4,7 @@
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#include "OpenGLRenderPipeline.h"
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#include "OpenGLRenderer.h"
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#include "OpenGLShaderPrograms.h"
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#include "RenderCommandQueue.h"
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#include "RenderFrameState.h"
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#include "RenderFrameStateResolver.h"
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#include "HealthTelemetry.h"
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@@ -18,8 +19,6 @@
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#include <string>
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#include <vector>
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class ShaderBuildQueue;
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class RenderEngine
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{
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public:
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@@ -50,13 +49,6 @@ public:
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uint64_t generation = 0;
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};
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struct PreparedShaderBuildApplyResult
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{
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bool hadReadyBuild = false;
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bool applied = false;
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std::string errorMessage;
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};
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RenderEngine(
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RuntimeSnapshotProvider& runtimeSnapshotProvider,
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HealthTelemetry& healthTelemetry,
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@@ -79,7 +71,6 @@ public:
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unsigned outputPackTextureWidth,
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std::string& error);
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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 ApplyPreparedShaderBuild(
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const PreparedShaderBuild& preparedBuild,
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unsigned inputFrameWidth,
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@@ -87,13 +78,7 @@ public:
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bool preserveFeedbackState,
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int errorMessageSize,
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char* errorMessage);
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PreparedShaderBuildApplyResult TryApplyReadyShaderBuild(
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ShaderBuildQueue& shaderBuildQueue,
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unsigned inputFrameWidth,
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unsigned inputFrameHeight,
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bool preserveFeedbackState);
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const std::vector<RuntimeRenderState>& CommittedLayerStates() const;
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void ResetTemporalHistoryState();
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void ResetShaderFeedbackState();
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void ApplyRuntimeCoordinatorRenderReset(RuntimeCoordinatorRenderResetScope resetScope);
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@@ -110,6 +95,10 @@ public:
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std::vector<OscOverlayCommitRequest>* commitRequests,
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RenderFrameState& frameState);
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void RenderPreparedFrame(const RenderFrameState& frameState);
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bool CaptureOutputFrameRgbaTopDown(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels);
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private:
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bool CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
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void RenderLayerStack(
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bool hasInputSource,
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const std::vector<RuntimeRenderState>& layerStates,
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@@ -118,9 +107,10 @@ public:
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unsigned captureTextureWidth,
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VideoIOPixelFormat inputPixelFormat,
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unsigned historyCap);
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bool CaptureOutputFrameRgbaTopDown(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels);
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private:
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void ResetTemporalHistoryStateOnRenderThread();
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void ResetShaderFeedbackStateOnRenderThread();
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void ApplyRenderResetOnRenderThread(RenderCommandResetScope resetScope);
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void ProcessRenderResetCommandsOnRenderThread();
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bool PresentPreviewOnRenderThread(unsigned outputFrameWidth, unsigned outputFrameHeight);
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bool UploadInputFrameOnRenderThread(const VideoIOFrame& inputFrame, const VideoIOState& videoState);
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bool RenderOutputFrameOnRenderThread(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame);
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@@ -136,6 +126,7 @@ private:
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HGLRC mHglrc;
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std::chrono::steady_clock::time_point mLastPreviewPresentTime;
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RenderCommandQueue mRenderCommandQueue;
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RenderFrameStateResolver mFrameStateResolver;
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RuntimeLiveState mRuntimeLiveState;
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};
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Reference in New Issue
Block a user