data storage
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@@ -52,6 +52,12 @@ bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsign
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CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
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return false;
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}
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if (mRenderer.ResourcesInitialized() &&
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!mRenderer.FeedbackBuffers().EnsureResources(layerStates, inputFrameWidth, inputFrameHeight, temporalError))
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{
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CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
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return false;
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}
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// Initial startup still compiles synchronously; auto-reload uses the build
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// queue so Slang/file work stays off the playback path.
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@@ -109,6 +115,12 @@ bool OpenGLShaderPrograms::CommitPreparedLayerPrograms(const PreparedShaderBuild
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CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
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return false;
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}
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if (mRenderer.ResourcesInitialized() &&
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!mRenderer.FeedbackBuffers().EnsureResources(preparedBuild.layerStates, inputFrameWidth, inputFrameHeight, temporalError))
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{
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CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
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return false;
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}
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// The prepared build already contains GLSL text for each pass. This commit
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// step performs the short GL work on the render thread.
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@@ -176,12 +188,17 @@ void OpenGLShaderPrograms::ResetTemporalHistoryState()
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mRenderer.TemporalHistory().ResetState();
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}
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void OpenGLShaderPrograms::ResetShaderFeedbackState()
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{
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mRenderer.FeedbackBuffers().ResetState();
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}
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bool OpenGLShaderPrograms::UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error)
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{
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return mTextureBindings.UpdateTextBindingTexture(state, textBinding, error);
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}
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bool OpenGLShaderPrograms::UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength)
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bool OpenGLShaderPrograms::UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable)
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{
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return mGlobalParamsBuffer.Update(state, availableSourceHistoryLength, availableTemporalHistoryLength);
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return mGlobalParamsBuffer.Update(state, availableSourceHistoryLength, availableTemporalHistoryLength, feedbackAvailable);
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}
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