pass 2
All checks were successful
CI / React UI Build (push) Successful in 10s
CI / Native Windows Build And Tests (push) Successful in 2m40s
CI / Windows Release Package (push) Successful in 2m39s

This commit is contained in:
Aiden
2026-05-11 01:29:44 +10:00
parent c4883d3413
commit b2369c418b
18 changed files with 1143 additions and 484 deletions

View File

@@ -40,7 +40,7 @@ OpenGLShaderPrograms::OpenGLShaderPrograms(OpenGLRenderer& renderer, RuntimeSnap
bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
{
const RuntimeRenderStateSnapshot renderSnapshot =
mRuntimeSnapshotProvider.GetRenderStateSnapshot(inputFrameWidth, inputFrameHeight);
mRuntimeSnapshotProvider.PublishRenderStateSnapshot(inputFrameWidth, inputFrameHeight);
const std::vector<RuntimeRenderState>& layerStates = renderSnapshot.states;
std::string temporalError;
const unsigned historyCap = mRuntimeSnapshotProvider.GetMaxTemporalHistoryFrames();

View File

@@ -111,7 +111,7 @@ PreparedShaderBuild ShaderBuildQueue::Build(uint64_t generation, unsigned output
{
PreparedShaderBuild build;
build.generation = generation;
build.renderSnapshot = mRuntimeSnapshotProvider.GetRenderStateSnapshot(outputWidth, outputHeight);
build.renderSnapshot = mRuntimeSnapshotProvider.PublishRenderStateSnapshot(outputWidth, outputHeight);
build.layers.reserve(build.renderSnapshot.states.size());
for (const RuntimeRenderState& state : build.renderSnapshot.states)