Render udpates
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@@ -71,6 +71,62 @@ bool RuntimeShaderRenderer::CommitShaderArtifact(const RuntimeShaderArtifact& ar
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return true;
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}
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bool RuntimeShaderRenderer::CommitPreparedProgram(RuntimePreparedShaderProgram& preparedProgram, std::string& error)
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{
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if (!preparedProgram.succeeded || preparedProgram.program == 0)
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{
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error = preparedProgram.error.empty() ? "Prepared runtime shader program is not valid." : preparedProgram.error;
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return false;
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}
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if (!EnsureStaticGlResources(error))
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return false;
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DestroyProgram();
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mProgram = preparedProgram.program;
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mVertexShader = preparedProgram.vertexShader;
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mFragmentShader = preparedProgram.fragmentShader;
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mArtifact = preparedProgram.artifact;
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preparedProgram.program = 0;
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preparedProgram.vertexShader = 0;
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preparedProgram.fragmentShader = 0;
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return true;
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}
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bool RuntimeShaderRenderer::BuildPreparedProgram(
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const std::string& layerId,
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const std::string& sourceFingerprint,
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const RuntimeShaderArtifact& artifact,
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RuntimePreparedShaderProgram& preparedProgram)
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{
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preparedProgram = RuntimePreparedShaderProgram();
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preparedProgram.layerId = layerId;
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preparedProgram.shaderId = artifact.shaderId;
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preparedProgram.sourceFingerprint = sourceFingerprint;
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preparedProgram.artifact = artifact;
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if (artifact.fragmentShaderSource.empty())
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{
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preparedProgram.error = "Cannot prepare an empty fragment shader.";
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return false;
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}
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if (!BuildProgram(
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artifact.fragmentShaderSource,
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preparedProgram.program,
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preparedProgram.vertexShader,
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preparedProgram.fragmentShader,
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preparedProgram.error))
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{
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preparedProgram.ReleaseGl();
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return false;
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}
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preparedProgram.succeeded = true;
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AssignSamplerUniforms(preparedProgram.program);
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return true;
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}
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void RuntimeShaderRenderer::RenderFrame(uint64_t frameIndex, unsigned width, unsigned height)
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{
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if (mProgram == 0)
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@@ -175,7 +231,7 @@ bool RuntimeShaderRenderer::BuildProgram(const std::string& fragmentShaderSource
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return true;
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}
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void RuntimeShaderRenderer::AssignSamplerUniforms(GLuint program) const
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void RuntimeShaderRenderer::AssignSamplerUniforms(GLuint program)
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{
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glUseProgram(program);
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const GLint videoInputLocation = glGetUniformLocation(program, "gVideoInput");
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@@ -219,7 +275,7 @@ void RuntimeShaderRenderer::BindRuntimeTextures()
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glActiveTexture(GL_TEXTURE0);
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}
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bool RuntimeShaderRenderer::CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error) const
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bool RuntimeShaderRenderer::CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error)
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{
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shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &source, nullptr);
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