Clean up
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@@ -37,41 +37,6 @@ RuntimeShaderRenderer::~RuntimeShaderRenderer()
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ShutdownGl();
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}
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bool RuntimeShaderRenderer::CommitFragmentShader(const std::string& fragmentShaderSource, std::string& error)
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{
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RuntimeShaderArtifact artifact;
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artifact.shaderId = "runtime-fragment";
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artifact.displayName = "Runtime Fragment";
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artifact.fragmentShaderSource = fragmentShaderSource;
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return CommitShaderArtifact(artifact, error);
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}
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bool RuntimeShaderRenderer::CommitShaderArtifact(const RuntimeShaderArtifact& artifact, std::string& error)
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{
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if (artifact.fragmentShaderSource.empty())
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{
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error = "Cannot commit an empty fragment shader.";
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return false;
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}
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if (!EnsureStaticGlResources(error))
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return false;
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GLuint vertexShader = 0;
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GLuint fragmentShader = 0;
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GLuint program = 0;
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if (!BuildProgram(artifact.fragmentShaderSource, program, vertexShader, fragmentShader, error))
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return false;
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DestroyProgram();
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mProgram = program;
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mVertexShader = vertexShader;
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mFragmentShader = fragmentShader;
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mArtifact = artifact;
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AssignSamplerUniforms(mProgram);
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return true;
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}
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bool RuntimeShaderRenderer::CommitPreparedProgram(RuntimePreparedShaderProgram& preparedProgram, std::string& error)
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{
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if (!preparedProgram.succeeded || preparedProgram.program == 0)
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@@ -16,8 +16,6 @@ public:
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RuntimeShaderRenderer& operator=(const RuntimeShaderRenderer&) = delete;
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~RuntimeShaderRenderer();
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bool CommitFragmentShader(const std::string& fragmentShaderSource, std::string& error);
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bool CommitShaderArtifact(const RuntimeShaderArtifact& artifact, std::string& error);
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bool CommitPreparedProgram(RuntimePreparedShaderProgram& preparedProgram, std::string& error);
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bool HasProgram() const { return mProgram != 0; }
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void UpdateArtifactState(const RuntimeShaderArtifact& artifact);
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