step 3
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@@ -415,7 +415,16 @@ void RenderEngine::ProcessScreenshotCaptureCommandsOnRenderThread()
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void RenderEngine::ClearOscOverlayState()
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{
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mRuntimeLiveState.Clear();
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InvokeOnRenderThread([this]() {
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mRuntimeLiveState.Clear();
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});
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}
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void RenderEngine::ClearOscOverlayStateForLayerKey(const std::string& layerKey)
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{
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InvokeOnRenderThread([this, layerKey]() {
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mRuntimeLiveState.ClearForLayerKey(layerKey);
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});
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}
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void RenderEngine::UpdateOscOverlayState(
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@@ -95,6 +95,7 @@ public:
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void ResetShaderFeedbackState();
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void ApplyRuntimeCoordinatorRenderReset(RuntimeCoordinatorRenderResetScope resetScope);
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void ClearOscOverlayState();
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void ClearOscOverlayStateForLayerKey(const std::string& layerKey);
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void UpdateOscOverlayState(
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const std::vector<OscOverlayUpdate>& updates,
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const std::vector<OscOverlayCommitCompletion>& completedCommits);
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@@ -85,10 +85,19 @@ bool RuntimeUpdateController::ApplyRuntimeCoordinatorResult(const RuntimeCoordin
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mRuntimeCoordinator.ApplyCommittedStateMode(result.committedStateMode);
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if (result.clearTransientOscState)
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switch (result.transientOscInvalidation)
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{
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case RuntimeCoordinatorTransientOscInvalidation::All:
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mRenderEngine.ClearOscOverlayState();
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mRuntimeServices.ClearOscState();
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break;
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case RuntimeCoordinatorTransientOscInvalidation::Layer:
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mRenderEngine.ClearOscOverlayStateForLayerKey(result.transientOscLayerKey);
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mRuntimeServices.ClearOscStateForLayerKey(result.transientOscLayerKey);
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break;
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case RuntimeCoordinatorTransientOscInvalidation::None:
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default:
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break;
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}
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mRenderEngine.ApplyRuntimeCoordinatorRenderReset(result.renderResetScope);
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