data storage
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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 <map>
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#include <string>
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#include <vector>
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class ShaderFeedbackBuffers
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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 Surface
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{
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Slot slots[2];
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unsigned width = 0;
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unsigned height = 0;
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unsigned readIndex = 0;
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bool hasData = false;
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bool pendingWrite = false;
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};
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bool EnsureResources(const std::vector<RuntimeRenderState>& layerStates, unsigned frameWidth, unsigned frameHeight, std::string& error);
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void DestroyResources();
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void ResetState();
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GLuint ResolveReadTexture(const RuntimeRenderState& state) const;
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bool FeedbackAvailable(const RuntimeRenderState& state) const;
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void CaptureFeedbackFramebuffer(const std::string& layerId, GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight);
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void FinalizeFrame();
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private:
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bool EnsureZeroTexture();
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bool CreateSurface(Surface& surface, unsigned frameWidth, unsigned frameHeight, std::string& error);
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void DestroySurface(Surface& surface);
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void ClearSurfaceState(Surface& surface);
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private:
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std::map<std::string, Surface> mSurfacesByLayerId;
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GLuint mZeroTexture = 0;
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};
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