intial phase 1 subsytem split
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@@ -29,9 +29,10 @@ std::size_t RequiredTemporaryRenderTargets(const std::vector<OpenGLRenderer::Lay
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}
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}
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OpenGLShaderPrograms::OpenGLShaderPrograms(OpenGLRenderer& renderer, RuntimeHost& runtimeHost) :
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OpenGLShaderPrograms::OpenGLShaderPrograms(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, RuntimeSnapshotProvider& runtimeSnapshotProvider) :
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mRenderer(renderer),
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mRuntimeHost(runtimeHost),
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mRuntimeSnapshotProvider(runtimeSnapshotProvider),
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mGlobalParamsBuffer(renderer),
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mCompiler(renderer, runtimeHost, mTextureBindings)
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{
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@@ -39,7 +40,7 @@ OpenGLShaderPrograms::OpenGLShaderPrograms(OpenGLRenderer& renderer, RuntimeHost
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bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
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{
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const std::vector<RuntimeRenderState> layerStates = mRuntimeHost.GetLayerRenderStates(inputFrameWidth, inputFrameHeight);
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const std::vector<RuntimeRenderState> layerStates = mRuntimeSnapshotProvider.GetLayerRenderStates(inputFrameWidth, inputFrameHeight);
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std::string temporalError;
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const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
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if (!mRenderer.TemporalHistory().ValidateTextureUnitBudget(layerStates, historyCap, temporalError))
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