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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/runtime/store/RuntimeStoreReadModels.h
Aiden ff10b66d1d
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Phase 5 step 5
2026-05-11 19:14:59 +10:00

56 lines
1.3 KiB
C++

#pragma once
#include "HealthTelemetry.h"
#include "LayerStackStore.h"
#include "RuntimeConfigStore.h"
#include "ShaderPackageCatalog.h"
#include "ShaderTypes.h"
#include <chrono>
#include <filesystem>
#include <map>
#include <string>
#include <vector>
struct ShaderCompilerInputs
{
std::filesystem::path repoRoot;
std::filesystem::path wrapperPath;
std::filesystem::path generatedGlslPath;
std::filesystem::path patchedGlslPath;
unsigned maxTemporalHistoryFrames = 0;
};
struct RenderTimingSnapshot
{
std::chrono::steady_clock::time_point startTime;
double startupRandom = 0.0;
};
struct CommittedLiveStateReadModel
{
std::vector<LayerStackStore::LayerPersistentState> layers;
std::map<std::string, ShaderPackage> packagesById;
};
struct RenderSnapshotReadModel
{
CommittedLiveStateReadModel committedLiveState;
HealthTelemetry::SignalStatusSnapshot signalStatus;
RenderTimingSnapshot timing;
};
struct RuntimeStatePresentationReadModel
{
RuntimeConfigStore::AppConfig config;
HealthTelemetry::Snapshot telemetry;
LayerStackStore layerStack;
ShaderPackageCatalog::Snapshot shaderCatalog;
std::vector<ShaderPackageStatus> packageStatuses;
std::vector<std::string> stackPresetNames;
unsigned short serverPort = 0;
bool autoReloadEnabled = false;
bool compileSucceeded = false;
std::string compileMessage;
};