Layer program split
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@@ -101,6 +101,8 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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{
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const RuntimeRenderState& state = layerStates[index];
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LayerProgram& layerProgram = layerPrograms[index];
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if (layerProgram.passes.empty())
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continue;
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const std::size_t remaining = layerStates.size() - index;
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const bool writeToMain = (remaining % 2) == 1;
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@@ -115,6 +117,7 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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pass.sourceFramebuffer = sourceFramebuffer;
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pass.destinationFramebuffer = writeToMain ? mRenderer.CompositeFramebuffer() : mRenderer.LayerTempFramebuffer();
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pass.layerProgram = &layerProgram;
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pass.passProgram = &layerProgram.passes.front();
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pass.layerState = &state;
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pass.capturePreLayerHistory = state.temporalHistorySource == TemporalHistorySource::PreLayerInput;
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passes.push_back(pass);
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@@ -134,13 +137,13 @@ void OpenGLRenderPass::RenderLayerPass(
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const TextBindingUpdater& updateTextBinding,
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const GlobalParamsUpdater& updateGlobalParams)
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{
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if (pass.layerProgram == nullptr || pass.layerState == nullptr)
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if (pass.passProgram == nullptr || pass.layerState == nullptr)
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return;
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RenderShaderProgram(
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pass.sourceTexture,
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pass.destinationFramebuffer,
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*pass.layerProgram,
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*pass.passProgram,
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*pass.layerState,
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inputFrameWidth,
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inputFrameHeight,
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@@ -155,7 +158,7 @@ void OpenGLRenderPass::RenderLayerPass(
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void OpenGLRenderPass::RenderShaderProgram(
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GLuint sourceTexture,
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GLuint destinationFrameBuffer,
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LayerProgram& layerProgram,
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PassProgram& passProgram,
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const RuntimeRenderState& state,
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unsigned inputFrameWidth,
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unsigned inputFrameHeight,
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@@ -163,7 +166,7 @@ void OpenGLRenderPass::RenderShaderProgram(
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const TextBindingUpdater& updateTextBinding,
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const GlobalParamsUpdater& updateGlobalParams)
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{
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for (LayerProgram::TextBinding& textBinding : layerProgram.textBindings)
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for (LayerProgram::TextBinding& textBinding : passProgram.textBindings)
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{
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std::string textError;
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if (!updateTextBinding(state, textBinding, textError))
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@@ -176,10 +179,10 @@ void OpenGLRenderPass::RenderShaderProgram(
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const std::vector<GLuint> sourceHistoryTextures = mRenderer.TemporalHistory().ResolveSourceHistoryTextures(sourceTexture, state.isTemporal ? historyCap : 0);
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const std::vector<GLuint> temporalHistoryTextures = mRenderer.TemporalHistory().ResolveTemporalHistoryTextures(state, sourceTexture, state.isTemporal ? historyCap : 0);
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const ShaderTextureBindings::RuntimeTextureBindingPlan texturePlan =
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mTextureBindings.BuildLayerRuntimeBindingPlan(layerProgram, sourceTexture, sourceHistoryTextures, temporalHistoryTextures);
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mTextureBindings.BuildLayerRuntimeBindingPlan(passProgram, sourceTexture, sourceHistoryTextures, temporalHistoryTextures);
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mTextureBindings.BindRuntimeTexturePlan(texturePlan);
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glBindVertexArray(mRenderer.FullscreenVertexArray());
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glUseProgram(layerProgram.program);
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glUseProgram(passProgram.program);
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updateGlobalParams(state, mRenderer.TemporalHistory().SourceAvailableCount(), mRenderer.TemporalHistory().AvailableCountForLayer(state.layerId));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glUseProgram(0);
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