Clean up
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@@ -1,61 +0,0 @@
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#pragma once
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#include "OpenGLRenderer.h"
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#include "RenderPassDescriptor.h"
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#include "ShaderTextureBindings.h"
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#include "ShaderTypes.h"
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#include "VideoIOFormat.h"
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#include <functional>
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#include <string>
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#include <vector>
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class OpenGLRenderPass
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{
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public:
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using LayerProgram = OpenGLRenderer::LayerProgram;
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using PassProgram = OpenGLRenderer::LayerProgram::PassProgram;
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using TextBindingUpdater = std::function<bool(const RuntimeRenderState&, LayerProgram::TextBinding&, std::string&)>;
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using GlobalParamsUpdater = std::function<bool(const RuntimeRenderState&, unsigned, unsigned, bool)>;
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explicit OpenGLRenderPass(OpenGLRenderer& renderer);
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void Render(
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bool hasInputSource,
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const std::vector<RuntimeRenderState>& layerStates,
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unsigned inputFrameWidth,
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unsigned inputFrameHeight,
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unsigned captureTextureWidth,
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VideoIOPixelFormat inputPixelFormat,
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unsigned historyCap,
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const TextBindingUpdater& updateTextBinding,
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const GlobalParamsUpdater& updateGlobalParams);
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private:
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void RenderDecodePass(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, VideoIOPixelFormat inputPixelFormat);
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std::vector<RenderPassDescriptor> BuildLayerPassDescriptors(
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const std::vector<RuntimeRenderState>& layerStates,
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std::vector<LayerProgram>& layerPrograms) const;
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void RenderLayerPass(
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const RenderPassDescriptor& pass,
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unsigned inputFrameWidth,
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unsigned inputFrameHeight,
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unsigned historyCap,
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const TextBindingUpdater& updateTextBinding,
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const GlobalParamsUpdater& updateGlobalParams);
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void RenderShaderProgram(
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GLuint layerInputTexture,
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GLuint sourceTexture,
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GLuint destinationFrameBuffer,
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PassProgram& passProgram,
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const RuntimeRenderState& state,
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unsigned inputFrameWidth,
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unsigned inputFrameHeight,
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unsigned historyCap,
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const TextBindingUpdater& updateTextBinding,
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const GlobalParamsUpdater& updateGlobalParams);
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OpenGLRenderer& mRenderer;
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ShaderTextureBindings mTextureBindings;
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mutable std::vector<RenderPassDescriptor> mPassScratch;
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};
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