Pass 3
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#pragma once
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#include "RuntimeJson.h"
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#include "ShaderPackageCatalog.h"
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#include "ShaderTypes.h"
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#include <cstddef>
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#include <cstdint>
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#include <map>
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#include <string>
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#include <vector>
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class LayerStackStore
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{
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public:
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struct LayerPersistentState
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{
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std::string id;
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std::string shaderId;
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bool bypass = false;
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std::map<std::string, ShaderParameterValue> parameterValues;
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};
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struct StoredParameterSnapshot
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{
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std::string layerId;
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ShaderParameterDefinition definition;
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ShaderParameterValue currentValue;
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bool hasCurrentValue = false;
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};
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bool LoadPersistentStateValue(const JsonValue& root);
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JsonValue BuildPersistentStateValue(const ShaderPackageCatalog& shaderCatalog) const;
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void NormalizeLayerIds();
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void EnsureDefaultsForAllLayers(const ShaderPackageCatalog& shaderCatalog);
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void EnsureDefaultLayer(const ShaderPackageCatalog& shaderCatalog);
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void RemoveLayersWithMissingPackages(const ShaderPackageCatalog& shaderCatalog);
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bool CreateLayer(const ShaderPackageCatalog& shaderCatalog, const std::string& shaderId, std::string& error);
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bool DeleteLayer(const std::string& layerId, std::string& error);
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bool MoveLayer(const std::string& layerId, int direction, std::string& error);
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bool MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error);
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bool SetLayerBypassState(const std::string& layerId, bool bypassed, std::string& error);
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bool SetLayerShaderSelection(const ShaderPackageCatalog& shaderCatalog, const std::string& layerId, const std::string& shaderId, std::string& error);
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bool SetParameterValue(const std::string& layerId, const std::string& parameterId, const ShaderParameterValue& value, std::string& error);
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bool ResetLayerParameterValues(const ShaderPackageCatalog& shaderCatalog, const std::string& layerId, std::string& error);
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bool HasLayer(const std::string& layerId) const;
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bool TryGetParameterById(const ShaderPackageCatalog& shaderCatalog, const std::string& layerId, const std::string& parameterId, StoredParameterSnapshot& snapshot, std::string& error) const;
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bool TryGetParameterByControlKey(const ShaderPackageCatalog& shaderCatalog, const std::string& layerKey, const std::string& parameterKey, StoredParameterSnapshot& snapshot, std::string& error) const;
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bool ResolveLayerMove(const std::string& layerId, int direction, bool& shouldMove, std::string& error) const;
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bool ResolveLayerMoveToIndex(const std::string& layerId, std::size_t targetIndex, bool& shouldMove, std::string& error) const;
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JsonValue BuildStackPresetValue(const ShaderPackageCatalog& shaderCatalog, const std::string& presetName) const;
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bool LoadStackPresetValue(const ShaderPackageCatalog& shaderCatalog, const JsonValue& root, std::string& error);
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static std::string MakeSafePresetFileStem(const std::string& presetName);
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const std::vector<LayerPersistentState>& Layers() const;
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std::vector<LayerPersistentState>& Layers();
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std::size_t LayerCount() const;
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const LayerPersistentState* FindLayerById(const std::string& layerId) const;
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LayerPersistentState* FindLayerById(const std::string& layerId);
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private:
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static ShaderParameterValue DefaultValueForDefinition(const ShaderParameterDefinition& definition);
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static void EnsureLayerDefaults(LayerPersistentState& layerState, const ShaderPackage& shaderPackage);
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static bool DeserializeLayerStack(const ShaderPackageCatalog& shaderCatalog, const JsonValue& layersValue, std::vector<LayerPersistentState>& layers, uint64_t& nextLayerId, std::string& error);
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static std::string GenerateLayerId(std::vector<LayerPersistentState>& layers, uint64_t& nextLayerId);
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std::vector<LayerPersistentState> mLayers;
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uint64_t mNextLayerId = 0;
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};
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