shader control
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@@ -28,7 +28,10 @@ bool RuntimeRenderScene::CommitRenderLayers(const std::vector<RenderCadenceCompo
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std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel> layersToPrepare;
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nextOrder.reserve(layers.size());
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for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
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nextOrder.push_back(layer.id);
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{
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if (!layer.bypass)
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nextOrder.push_back(layer.id);
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}
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for (auto layerIt = mLayers.begin(); layerIt != mLayers.end();)
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{
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@@ -50,6 +53,8 @@ bool RuntimeRenderScene::CommitRenderLayers(const std::vector<RenderCadenceCompo
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for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
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{
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if (layer.bypass)
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continue;
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if (layer.artifact.passes.empty() && layer.artifact.fragmentShaderSource.empty())
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continue;
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@@ -73,7 +78,14 @@ bool RuntimeRenderScene::CommitRenderLayers(const std::vector<RenderCadenceCompo
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}
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}
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if (program->shaderId == layer.shaderId && program->sourceFingerprint == fingerprint && hasReadyPass)
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{
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for (LayerProgram::PassProgram& pass : program->passes)
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{
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if (pass.renderer)
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pass.renderer->UpdateArtifactState(layer.artifact);
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}
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continue;
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}
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if (program->pendingFingerprint == fingerprint)
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continue;
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@@ -82,7 +82,10 @@ std::vector<unsigned char> BuildRuntimeShaderGlobalParamsStd140(
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for (const ShaderParameterDefinition& definition : artifact.parameterDefinitions)
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{
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const ShaderParameterValue value = DefaultValueForDefinition(definition);
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const auto valueIt = artifact.parameterValues.find(definition.id);
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const ShaderParameterValue value = valueIt == artifact.parameterValues.end()
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? DefaultValueForDefinition(definition)
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: valueIt->second;
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switch (definition.type)
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{
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case ShaderParameterType::Float:
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@@ -94,6 +94,13 @@ bool RuntimeShaderRenderer::CommitPreparedProgram(RuntimePreparedShaderProgram&
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return true;
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}
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void RuntimeShaderRenderer::UpdateArtifactState(const RuntimeShaderArtifact& artifact)
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{
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mArtifact.parameterDefinitions = artifact.parameterDefinitions;
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mArtifact.parameterValues = artifact.parameterValues;
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mArtifact.message = artifact.message;
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}
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bool RuntimeShaderRenderer::BuildPreparedProgram(
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const std::string& layerId,
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const std::string& sourceFingerprint,
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@@ -20,6 +20,7 @@ public:
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bool CommitShaderArtifact(const RuntimeShaderArtifact& artifact, std::string& error);
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bool CommitPreparedProgram(RuntimePreparedShaderProgram& preparedProgram, std::string& error);
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bool HasProgram() const { return mProgram != 0; }
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void UpdateArtifactState(const RuntimeShaderArtifact& artifact);
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void RenderFrame(uint64_t frameIndex, unsigned width, unsigned height, GLuint sourceTexture = 0, GLuint layerInputTexture = 0);
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void ShutdownGl();
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