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2 Commits
f85abef237
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5ae43513a7
| Author | SHA1 | Date | |
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| 5ae43513a7 | |||
| cc23e73d51 |
@@ -93,6 +93,9 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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const std::vector<RuntimeRenderState>& layerStates,
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std::vector<LayerProgram>& layerPrograms) const
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{
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// Flatten the layer stack into concrete GL passes. A layer may now contain
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// several shader passes, but the outer stack still sees one visible output
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// per layer.
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std::vector<RenderPassDescriptor> passes;
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const std::size_t passCount = layerStates.size() < layerPrograms.size() ? layerStates.size() : layerPrograms.size();
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std::size_t descriptorCount = 0;
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@@ -108,6 +111,9 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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LayerProgram& layerProgram = layerPrograms[index];
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if (layerProgram.passes.empty())
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continue;
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// Preserve the original two-target layer ping-pong. Intermediate passes
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// inside this layer are routed through pooled temporary targets instead.
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const std::size_t remaining = layerStates.size() - index;
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const bool writeToMain = (remaining % 2) == 1;
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const GLuint layerOutputTexture = writeToMain ? mRenderer.CompositeTexture() : mRenderer.LayerTempTexture();
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@@ -132,6 +138,8 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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GLuint passSourceFramebuffer = previousPassFramebuffer;
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if (!passProgram.inputNames.empty())
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{
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// v1 multipass uses the first declared input as gVideoInput.
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// Later inputs are parsed for forward compatibility.
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const std::string& inputName = passProgram.inputNames.front();
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if (inputName == "layerInput")
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{
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@@ -159,6 +167,8 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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RenderPassOutputTarget outputTarget = layerOutputTarget;
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if (!writesLayerOutput)
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{
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// Temporary targets are reserved when the shader stack is
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// committed, avoiding texture allocation during playback.
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if (temporaryTargetIndex < mRenderer.TemporaryRenderTargetCount())
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{
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const RenderTarget& temporaryTarget = mRenderer.TemporaryRenderTarget(temporaryTargetIndex);
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@@ -186,6 +196,8 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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pass.capturePreLayerHistory = passIndex == 0 && state.temporalHistorySource == TemporalHistorySource::PreLayerInput;
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passes.push_back(pass);
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// A later pass can reference either the explicit output name or the
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// pass id, which keeps small manifests pleasant to write.
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namedOutputs[outputName] = std::make_pair(passDestinationTexture, passDestinationFramebuffer);
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namedOutputs[passProgram.passId] = std::make_pair(passDestinationTexture, passDestinationFramebuffer);
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previousPassTexture = passDestinationTexture;
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@@ -253,6 +265,8 @@ void OpenGLRenderPass::RenderShaderProgram(
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mTextureBindings.BindRuntimeTexturePlan(texturePlan);
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glBindVertexArray(mRenderer.FullscreenVertexArray());
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glUseProgram(passProgram.program);
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// The UBO is shared by every pass in a layer; texture routing is what
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// changes from pass to pass.
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updateGlobalParams(state, mRenderer.TemporalHistory().SourceAvailableCount(), mRenderer.TemporalHistory().AvailableCountForLayer(state.layerId));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glUseProgram(0);
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@@ -16,6 +16,8 @@ void CopyErrorMessage(const std::string& message, int errorMessageSize, char* er
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std::size_t RequiredTemporaryRenderTargets(const std::vector<OpenGLRenderer::LayerProgram>& layerPrograms)
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{
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// Only one layer renders at a time, so the pool needs to cover the widest
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// layer, not the sum of every intermediate pass in the stack.
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std::size_t requiredTargets = 0;
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for (const OpenGLRenderer::LayerProgram& layerProgram : layerPrograms)
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{
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@@ -51,6 +53,8 @@ bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsign
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return false;
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}
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// Initial startup still compiles synchronously; auto-reload uses the build
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// queue so Slang/file work stays off the playback path.
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std::vector<LayerProgram> newPrograms;
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newPrograms.reserve(layerStates.size());
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@@ -106,6 +110,8 @@ bool OpenGLShaderPrograms::CommitPreparedLayerPrograms(const PreparedShaderBuild
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return false;
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}
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// The prepared build already contains GLSL text for each pass. This commit
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// step performs the short GL work on the render thread.
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std::vector<LayerProgram> newPrograms;
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newPrograms.reserve(preparedBuild.layers.size());
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@@ -40,17 +40,6 @@ bool ShaderProgramCompiler::CompileLayerProgram(const RuntimeRenderState& state,
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return CompilePreparedLayerProgram(state, passSources, layerProgram, errorMessageSize, errorMessage);
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}
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bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::string& fragmentShaderSource, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
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{
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std::vector<ShaderPassBuildSource> passSources;
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ShaderPassBuildSource passSource;
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passSource.passId = "main";
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passSource.fragmentShaderSource = fragmentShaderSource;
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passSource.outputName = "layerOutput";
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passSources.push_back(std::move(passSource));
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return CompilePreparedLayerProgram(state, passSources, layerProgram, errorMessageSize, errorMessage);
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}
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bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::vector<ShaderPassBuildSource>& passSources, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
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{
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GLsizei errorBufferSize = 0;
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@@ -16,7 +16,6 @@ public:
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ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, ShaderTextureBindings& textureBindings);
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bool CompileLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
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bool CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::string& fragmentShaderSource, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
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bool CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::vector<ShaderPassBuildSource>& passSources, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
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bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
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bool CompileOutputPackShader(int errorMessageSize, char* errorMessage);
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@@ -1300,20 +1300,6 @@ bool RuntimeHost::TryAdvanceFrame()
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return true;
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}
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bool RuntimeHost::BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error)
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{
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std::vector<ShaderPassBuildSource> passSources;
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if (!BuildLayerPassFragmentShaderSources(layerId, passSources, error))
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return false;
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if (passSources.empty())
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{
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error = "Shader layer produced no compiled passes: " + layerId;
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return false;
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}
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fragmentShaderSource = passSources.front().fragmentShaderSource;
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return true;
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}
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bool RuntimeHost::BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error)
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{
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try
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@@ -1338,6 +1324,8 @@ bool RuntimeHost::BuildLayerPassFragmentShaderSources(const std::string& layerId
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}
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ShaderCompiler compiler(mRepoRoot, mWrapperPath, mGeneratedGlslPath, mPatchedGlslPath, mConfig.maxTemporalHistoryFrames);
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// Compile every declared pass while the caller remains backend-neutral.
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// The GL layer decides how the resulting pass sources are routed.
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passSources.clear();
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passSources.reserve(shaderPackage.passes.size());
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for (const ShaderPassDefinition& pass : shaderPackage.passes)
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@@ -51,7 +51,6 @@ public:
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void AdvanceFrame();
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bool TryAdvanceFrame();
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bool BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error);
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bool BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error);
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std::vector<RuntimeRenderState> GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const;
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bool TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const;
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@@ -143,16 +143,6 @@ ShaderCompiler::ShaderCompiler(
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{
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}
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bool ShaderCompiler::BuildLayerFragmentShaderSource(const ShaderPackage& shaderPackage, std::string& fragmentShaderSource, std::string& error) const
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{
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if (shaderPackage.passes.empty())
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{
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error = "Shader package has no render passes: " + shaderPackage.id;
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return false;
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}
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return BuildPassFragmentShaderSource(shaderPackage, shaderPackage.passes.front(), fragmentShaderSource, error);
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}
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bool ShaderCompiler::BuildPassFragmentShaderSource(const ShaderPackage& shaderPackage, const ShaderPassDefinition& pass, std::string& fragmentShaderSource, std::string& error) const
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{
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std::string wrapperSource;
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@@ -15,7 +15,6 @@ public:
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const std::filesystem::path& patchedGlslPath,
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unsigned maxTemporalHistoryFrames);
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bool BuildLayerFragmentShaderSource(const ShaderPackage& shaderPackage, std::string& fragmentShaderSource, std::string& error) const;
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bool BuildPassFragmentShaderSource(const ShaderPackage& shaderPackage, const ShaderPassDefinition& pass, std::string& fragmentShaderSource, std::string& error) const;
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private:
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@@ -258,6 +258,8 @@ bool ParsePassDefinitions(const JsonValue& manifestJson, ShaderPackage& shaderPa
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if (!passesValue)
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{
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// Existing shader packages are treated as a single implicit pass, so
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// multipass support does not require manifest churn.
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ShaderPassDefinition pass;
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pass.id = "main";
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pass.entryPoint = shaderPackage.entryPoint;
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@@ -334,6 +336,8 @@ bool ParsePassDefinitions(const JsonValue& manifestJson, ShaderPackage& shaderPa
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}
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}
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// Keep source validation in the registry. Bad pass declarations then
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// appear as unavailable shaders instead of failing at render time.
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if (!std::filesystem::exists(pass.sourcePath))
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{
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error = "Shader pass source not found for package " + shaderPackage.id + ": " + pass.sourcePath.string();
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