intial phase 1 subsytem split
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@@ -1,7 +1,5 @@
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#include "ShaderBuildQueue.h"
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#include "RuntimeHost.h"
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#include <chrono>
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#include <utility>
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@@ -10,8 +8,8 @@ namespace
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constexpr auto kShaderBuildDebounce = std::chrono::milliseconds(400);
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}
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ShaderBuildQueue::ShaderBuildQueue(RuntimeHost& runtimeHost) :
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mRuntimeHost(runtimeHost),
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ShaderBuildQueue::ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider) :
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mRuntimeSnapshotProvider(runtimeSnapshotProvider),
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mWorkerThread([this]() { WorkerLoop(); })
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{
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}
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@@ -113,14 +111,14 @@ PreparedShaderBuild ShaderBuildQueue::Build(uint64_t generation, unsigned output
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{
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PreparedShaderBuild build;
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build.generation = generation;
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build.layerStates = mRuntimeHost.GetLayerRenderStates(outputWidth, outputHeight);
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build.layerStates = mRuntimeSnapshotProvider.GetLayerRenderStates(outputWidth, outputHeight);
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build.layers.reserve(build.layerStates.size());
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for (const RuntimeRenderState& state : build.layerStates)
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{
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PreparedLayerShader layer;
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layer.state = state;
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if (!mRuntimeHost.BuildLayerPassFragmentShaderSources(state.layerId, layer.passes, build.message))
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if (!mRuntimeSnapshotProvider.BuildLayerPassFragmentShaderSources(state.layerId, layer.passes, build.message))
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{
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build.succeeded = false;
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return build;
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