intial phase 1 subsytem split
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#pragma once
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#include "RuntimeHost.h"
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#include <cstdint>
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#include <string>
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#include <vector>
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class RuntimeSnapshotProvider
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{
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public:
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explicit RuntimeSnapshotProvider(RuntimeHost& runtimeHost);
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bool BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error) const;
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std::vector<RuntimeRenderState> GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const;
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bool TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const;
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bool TryRefreshCachedLayerStates(std::vector<RuntimeRenderState>& states) const;
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void RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const;
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uint64_t GetRenderStateVersion() const;
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uint64_t GetParameterStateVersion() const;
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private:
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RuntimeHost& mRuntimeHost;
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};
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