adjustments to control and stack saving
All checks were successful
CI / React UI Build (push) Successful in 11s
CI / Native Windows Build And Tests (push) Successful in 2m28s
CI / Windows Release Package (push) Successful in 2m44s

This commit is contained in:
Aiden
2026-05-10 22:10:54 +10:00
parent 46129a6044
commit c8a4bd4c7b
10 changed files with 539 additions and 221 deletions

View File

@@ -376,8 +376,9 @@ bool OpenGLComposite::Stop()
return true;
}
bool OpenGLComposite::ReloadShader()
bool OpenGLComposite::ReloadShader(bool preserveFeedbackState)
{
mPreserveFeedbackOnNextShaderBuild = preserveFeedbackState;
if (mRuntimeHost)
{
mRuntimeHost->SetCompileStatus(true, "Shader rebuild queued.");
@@ -744,6 +745,7 @@ bool OpenGLComposite::ProcessRuntimePollResults()
{
mRuntimeHost->SetCompileStatus(false, compilerErrorMessage);
mUseCommittedLayerStates = true;
mPreserveFeedbackOnNextShaderBuild = false;
broadcastRuntimeState();
return false;
}
@@ -751,12 +753,15 @@ bool OpenGLComposite::ProcessRuntimePollResults()
mUseCommittedLayerStates = false;
mCachedLayerRenderStates = mShaderPrograms->CommittedLayerStates();
mShaderPrograms->ResetTemporalHistoryState();
mShaderPrograms->ResetShaderFeedbackState();
if (!mPreserveFeedbackOnNextShaderBuild)
mShaderPrograms->ResetShaderFeedbackState();
mPreserveFeedbackOnNextShaderBuild = false;
broadcastRuntimeState();
return true;
}
mRuntimeHost->SetCompileStatus(true, "Shader rebuild queued.");
mPreserveFeedbackOnNextShaderBuild = false;
RequestShaderBuild();
broadcastRuntimeState();
return true;