re organisation
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#pragma once
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#include "GLExtensions.h"
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#include "ShaderTypes.h"
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#include <windows.h>
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#include <gl/gl.h>
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#include <map>
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#include <string>
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#include <vector>
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struct RuntimeRenderState;
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class TemporalHistoryBuffers
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{
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public:
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struct Slot
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{
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GLuint texture = 0;
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GLuint framebuffer = 0;
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};
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struct Ring
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{
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std::vector<Slot> slots;
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std::size_t nextWriteIndex = 0;
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std::size_t filledCount = 0;
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unsigned effectiveLength = 0;
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TemporalHistorySource historySource = TemporalHistorySource::None;
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};
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bool ValidateTextureUnitBudget(const std::vector<RuntimeRenderState>& layerStates, unsigned historyCap, std::string& error) const;
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bool EnsureResources(const std::vector<RuntimeRenderState>& layerStates, unsigned historyCap, unsigned frameWidth, unsigned frameHeight, std::string& error);
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bool CreateRing(Ring& ring, unsigned effectiveLength, TemporalHistorySource historySource, unsigned frameWidth, unsigned frameHeight, std::string& error);
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void DestroyRing(Ring& ring);
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void DestroyResources();
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void ResetState();
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void PushFramebuffer(GLuint sourceFramebuffer, Ring& ring, unsigned frameWidth, unsigned frameHeight);
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void PushSourceFramebuffer(GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight);
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void PushPreLayerFramebuffer(const std::string& layerId, GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight);
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void BindSamplers(const RuntimeRenderState& state, GLuint currentSourceTexture, unsigned historyCap);
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GLuint ResolveTexture(const Ring& ring, GLuint fallbackTexture, std::size_t framesAgo) const;
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unsigned SourceAvailableCount() const;
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unsigned AvailableCountForLayer(const std::string& layerId) const;
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private:
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Ring sourceHistoryRing;
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std::map<std::string, Ring> preLayerHistoryByLayerId;
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bool mNeedsReset = true;
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};
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