shader control
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@@ -1,9 +1,11 @@
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#pragma once
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#include "RuntimeJson.h"
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#include "RuntimeShaderArtifact.h"
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#include "SupportedShaderCatalog.h"
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#include <cstdint>
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#include <map>
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#include <string>
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#include <vector>
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@@ -25,12 +27,15 @@ struct RuntimeLayerReadModel
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RuntimeLayerBuildState buildState = RuntimeLayerBuildState::Pending;
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std::string message;
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bool renderReady = false;
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std::vector<ShaderParameterDefinition> parameterDefinitions;
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std::map<std::string, ShaderParameterValue> parameterValues;
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};
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struct RuntimeRenderLayerModel
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{
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std::string id;
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std::string shaderId;
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bool bypass = false;
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RuntimeShaderArtifact artifact;
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};
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@@ -50,6 +55,11 @@ public:
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bool AddLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& layerId, std::string& error);
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bool RemoveLayer(const std::string& layerId, std::string& error);
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bool ReorderLayer(const std::string& layerId, int targetIndex, std::string& error);
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bool SetLayerBypass(const std::string& layerId, bool bypass, std::string& error);
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bool SetLayerShader(const SupportedShaderCatalog& shaderCatalog, const std::string& layerId, const std::string& shaderId, std::string& error);
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bool UpdateParameter(const std::string& layerId, const std::string& parameterId, const JsonValue& value, std::string& error);
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bool ResetParameters(const std::string& layerId, std::string& error);
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bool MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error);
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bool MarkBuildReady(const RuntimeShaderArtifact& artifact, std::string& error);
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bool MarkBuildFailedForShader(const std::string& shaderId, const std::string& message);
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@@ -69,12 +79,16 @@ private:
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RuntimeLayerBuildState buildState = RuntimeLayerBuildState::Pending;
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std::string message;
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bool renderReady = false;
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std::vector<ShaderParameterDefinition> parameterDefinitions;
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std::map<std::string, ShaderParameterValue> parameterValues;
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RuntimeShaderArtifact artifact;
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};
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Layer* FindLayer(const std::string& layerId);
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const Layer* FindLayer(const std::string& layerId) const;
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Layer* FindFirstLayerForShader(const std::string& shaderId);
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static void InitializeDefaultParameterValues(Layer& layer, const ShaderPackage& shaderPackage);
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static const ShaderParameterDefinition* FindParameterDefinition(const Layer& layer, const std::string& parameterId);
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std::string AllocateLayerId();
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static RuntimeLayerReadModel ToReadModel(const Layer& layer);
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