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added new layer input pass
2026-05-10 21:00:34 +10:00

46 lines
1.7 KiB
C++

#pragma once
#include "OpenGLRenderer.h"
#include "ShaderTypes.h"
#include <string>
#include <vector>
class ShaderTextureBindings
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
using PassProgram = OpenGLRenderer::LayerProgram::PassProgram;
struct RuntimeTextureBinding
{
std::string semanticName;
std::string samplerName;
GLuint texture = 0;
GLuint textureUnit = 0;
};
struct RuntimeTextureBindingPlan
{
std::vector<RuntimeTextureBinding> bindings;
};
bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error);
void CreateTextBindings(const RuntimeRenderState& state, std::vector<LayerProgram::TextBinding>& textBindings);
bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
GLint FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const;
GLuint ResolveFeedbackTextureUnit(const RuntimeRenderState& state, unsigned historyCap) const;
GLuint ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const;
void AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const PassProgram& passProgram, unsigned historyCap) const;
RuntimeTextureBindingPlan BuildLayerRuntimeBindingPlan(
const PassProgram& passProgram,
GLuint layerInputTexture,
GLuint originalLayerInputTexture,
const RuntimeRenderState& state,
GLuint feedbackTexture,
const std::vector<GLuint>& sourceHistoryTextures,
const std::vector<GLuint>& temporalHistoryTextures) const;
void BindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const;
void UnbindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const;
};