phase 1 runtime complete
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@@ -5,6 +5,7 @@
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#include "RenderSnapshotBuilder.h"
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#include "RuntimeConfigStore.h"
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#include "RuntimeJson.h"
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#include "RuntimeStoreReadModels.h"
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#include "ShaderPackageCatalog.h"
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#include "ShaderTypes.h"
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@@ -14,8 +15,6 @@
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#include <string>
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#include <vector>
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class RuntimeStatePresenter;
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class RuntimeStore
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{
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public:
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@@ -70,19 +69,20 @@ public:
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void SetCompileStatus(bool succeeded, const std::string& message);
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void ClearReloadRequest();
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bool CopyShaderPackageForStoredLayer(const std::string& layerId, ShaderPackage& shaderPackage, std::string& error) const;
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::ShaderCompilerInputs GetShaderCompilerInputs() const;
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::RenderSnapshotReadModel BuildRenderSnapshotReadModel() const;
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std::vector<LayerPersistentState> CopyLayerStates() const;
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::RenderTimingSnapshot GetRenderTimingSnapshot() const;
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::RuntimeStatePresentationReadModel BuildRuntimeStatePresentationReadModel() const;
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private:
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friend class RenderSnapshotBuilder;
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friend class RuntimeStatePresenter;
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bool LoadPersistentState(std::string& error);
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bool SavePersistentState(std::string& error) const;
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bool ScanShaderPackages(std::string& error);
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std::string ReadTextFile(const std::filesystem::path& path, std::string& error) const;
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bool WriteTextFile(const std::filesystem::path& path, const std::string& contents, std::string& error) const;
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std::vector<std::string> GetStackPresetNamesLocked() const;
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bool CopyShaderPackageForStoredLayer(const std::string& layerId, ShaderPackage& shaderPackage, std::string& error) const;
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void GetShaderCompilerInputs(std::filesystem::path& repoRoot, std::filesystem::path& wrapperPath,
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std::filesystem::path& generatedGlslPath, std::filesystem::path& patchedGlslPath, unsigned& maxTemporalHistoryFrames) const;
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void MarkRenderStateDirtyLocked();
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void MarkParameterStateDirtyLocked();
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