Shader ownership
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#pragma once
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#include "OpenGLRenderer.h"
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#include "RuntimeHost.h"
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#include "ShaderTextureBindings.h"
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class ShaderProgramCompiler
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{
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public:
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using LayerProgram = OpenGLRenderer::LayerProgram;
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ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, ShaderTextureBindings& textureBindings);
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bool CompileLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
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bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
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private:
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OpenGLRenderer& mRenderer;
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RuntimeHost& mRuntimeHost;
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ShaderTextureBindings& mTextureBindings;
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};
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