477 lines
14 KiB
C++
477 lines
14 KiB
C++
#include "RuntimeRenderScene.h"
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#include "../../platform/HiddenGlWindow.h"
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#include <algorithm>
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#include <functional>
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#include <utility>
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#ifndef GL_FRAMEBUFFER_BINDING
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#define GL_FRAMEBUFFER_BINDING 0x8CA6
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#endif
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RuntimeRenderScene::~RuntimeRenderScene()
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{
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ShutdownGl();
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}
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bool RuntimeRenderScene::StartPrepareWorker(std::unique_ptr<HiddenGlWindow> sharedWindow, std::string& error)
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{
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return mPrepareWorker.Start(std::move(sharedWindow), error);
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}
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bool RuntimeRenderScene::CommitRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers, std::string& error)
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{
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ConsumePreparedPrograms();
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std::vector<std::string> nextOrder;
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std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel> layersToPrepare;
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nextOrder.reserve(layers.size());
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for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
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{
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if (!layer.bypass)
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nextOrder.push_back(layer.id);
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}
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for (auto layerIt = mLayers.begin(); layerIt != mLayers.end();)
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{
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const bool stillPresent = std::find(nextOrder.begin(), nextOrder.end(), layerIt->layerId) != nextOrder.end();
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if (stillPresent)
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{
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++layerIt;
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continue;
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}
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for (LayerProgram::PassProgram& pass : layerIt->passes)
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{
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if (pass.renderer)
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pass.renderer->ShutdownGl();
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}
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ReleasePendingPrograms(*layerIt);
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layerIt = mLayers.erase(layerIt);
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}
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for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
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{
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if (layer.bypass)
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continue;
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if (layer.artifact.passes.empty() && layer.artifact.fragmentShaderSource.empty())
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continue;
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const std::string fingerprint = Fingerprint(layer.artifact);
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LayerProgram* program = FindLayer(layer.id);
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if (!program)
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{
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LayerProgram next;
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next.layerId = layer.id;
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mLayers.push_back(std::move(next));
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program = &mLayers.back();
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}
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bool hasReadyPass = false;
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for (const LayerProgram::PassProgram& pass : program->passes)
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{
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if (pass.renderer && pass.renderer->HasProgram())
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{
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hasReadyPass = true;
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break;
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}
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}
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if (program->shaderId == layer.shaderId && program->sourceFingerprint == fingerprint && hasReadyPass)
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{
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for (LayerProgram::PassProgram& pass : program->passes)
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{
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if (pass.renderer)
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pass.renderer->UpdateArtifactState(layer.artifact);
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}
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continue;
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}
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if (program->pendingFingerprint == fingerprint)
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continue;
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ReleasePendingPrograms(*program);
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program->shaderId = layer.shaderId;
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program->pendingFingerprint = fingerprint;
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layersToPrepare.push_back(layer);
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}
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mLayerOrder = std::move(nextOrder);
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if (!layersToPrepare.empty())
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mPrepareWorker.Submit(layersToPrepare);
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error.clear();
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return true;
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}
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bool RuntimeRenderScene::HasLayers()
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{
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ConsumePreparedPrograms();
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for (const std::string& layerId : mLayerOrder)
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{
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const LayerProgram* layer = FindLayer(layerId);
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if (!layer)
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continue;
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for (const LayerProgram::PassProgram& pass : layer->passes)
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{
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if (pass.renderer && pass.renderer->HasProgram())
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return true;
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}
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}
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return false;
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}
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void RuntimeRenderScene::RenderFrame(uint64_t frameIndex, unsigned width, unsigned height, GLuint videoInputTexture)
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{
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ConsumePreparedPrograms();
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std::vector<LayerProgram*> readyLayers;
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for (const std::string& layerId : mLayerOrder)
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{
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LayerProgram* layer = FindLayer(layerId);
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if (!layer)
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continue;
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for (const LayerProgram::PassProgram& pass : layer->passes)
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{
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if (pass.renderer && pass.renderer->HasProgram())
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{
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readyLayers.push_back(layer);
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break;
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}
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}
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}
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if (readyLayers.empty())
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return;
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GLint outputFramebuffer = 0;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &outputFramebuffer);
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if (readyLayers.size() == 1)
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{
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RenderLayer(*readyLayers.front(), frameIndex, width, height, videoInputTexture, videoInputTexture, static_cast<GLuint>(outputFramebuffer), true);
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return;
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}
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if (!EnsureLayerTargets(width, height))
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{
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glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(outputFramebuffer));
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RenderLayer(*readyLayers.back(), frameIndex, width, height, videoInputTexture, videoInputTexture, static_cast<GLuint>(outputFramebuffer), true);
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return;
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}
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GLuint layerInputTexture = videoInputTexture;
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std::size_t nextTargetIndex = 0;
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for (std::size_t layerIndex = 0; layerIndex < readyLayers.size(); ++layerIndex)
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{
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const bool isFinalLayer = layerIndex == readyLayers.size() - 1;
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if (isFinalLayer)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(outputFramebuffer));
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RenderLayer(*readyLayers[layerIndex], frameIndex, width, height, videoInputTexture, layerInputTexture, static_cast<GLuint>(outputFramebuffer), true);
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continue;
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}
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RenderLayer(*readyLayers[layerIndex], frameIndex, width, height, videoInputTexture, layerInputTexture, mLayerFramebuffers[nextTargetIndex], true);
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layerInputTexture = mLayerTextures[nextTargetIndex];
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nextTargetIndex = 1 - nextTargetIndex;
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}
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}
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void RuntimeRenderScene::ShutdownGl()
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{
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mPrepareWorker.Stop();
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for (LayerProgram& layer : mLayers)
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{
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for (LayerProgram::PassProgram& pass : layer.passes)
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{
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if (pass.renderer)
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pass.renderer->ShutdownGl();
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}
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ReleasePendingPrograms(layer);
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}
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mLayers.clear();
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mLayerOrder.clear();
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DestroyLayerTargets();
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}
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void RuntimeRenderScene::ConsumePreparedPrograms()
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{
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RuntimePreparedShaderProgram preparedProgram;
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while (mPrepareWorker.TryConsume(preparedProgram))
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{
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if (!preparedProgram.succeeded)
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{
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preparedProgram.ReleaseGl();
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continue;
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}
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LayerProgram* layer = FindLayer(preparedProgram.layerId);
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if (!layer || layer->pendingFingerprint != preparedProgram.sourceFingerprint)
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{
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preparedProgram.ReleaseGl();
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continue;
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}
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bool replacesExistingPendingPass = false;
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for (RuntimePreparedShaderProgram& existing : layer->pendingPreparedPrograms)
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{
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if (existing.passId != preparedProgram.passId)
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continue;
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existing.ReleaseGl();
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existing = std::move(preparedProgram);
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replacesExistingPendingPass = true;
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break;
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}
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if (!replacesExistingPendingPass)
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layer->pendingPreparedPrograms.push_back(std::move(preparedProgram));
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TryCommitPendingPrograms(*layer);
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}
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}
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void RuntimeRenderScene::ReleasePendingPrograms(LayerProgram& layer)
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{
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for (RuntimePreparedShaderProgram& program : layer.pendingPreparedPrograms)
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program.ReleaseGl();
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layer.pendingPreparedPrograms.clear();
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}
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void RuntimeRenderScene::TryCommitPendingPrograms(LayerProgram& layer)
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{
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if (layer.pendingPreparedPrograms.empty())
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return;
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const RuntimeShaderArtifact& artifact = layer.pendingPreparedPrograms.front().artifact;
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const std::size_t expectedPassCount = artifact.passes.empty() ? 1 : artifact.passes.size();
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if (layer.pendingPreparedPrograms.size() < expectedPassCount)
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return;
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std::vector<LayerProgram::PassProgram> nextPasses;
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nextPasses.reserve(expectedPassCount);
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for (const RuntimeShaderPassArtifact& passArtifact : artifact.passes)
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{
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auto preparedIt = std::find_if(
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layer.pendingPreparedPrograms.begin(),
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layer.pendingPreparedPrograms.end(),
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[&passArtifact](const RuntimePreparedShaderProgram& prepared) {
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return prepared.passId == passArtifact.passId;
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});
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if (preparedIt == layer.pendingPreparedPrograms.end())
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return;
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std::unique_ptr<RuntimeShaderRenderer> nextRenderer = std::make_unique<RuntimeShaderRenderer>();
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std::string error;
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if (!nextRenderer->CommitPreparedProgram(*preparedIt, error))
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{
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ReleasePendingPrograms(layer);
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return;
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}
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LayerProgram::PassProgram nextPass;
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nextPass.passId = preparedIt->passId;
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nextPass.inputNames = preparedIt->inputNames;
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nextPass.outputName = preparedIt->outputName.empty() ? preparedIt->passId : preparedIt->outputName;
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nextPass.renderer = std::move(nextRenderer);
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nextPasses.push_back(std::move(nextPass));
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}
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if (artifact.passes.empty())
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{
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RuntimePreparedShaderProgram& prepared = layer.pendingPreparedPrograms.front();
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std::unique_ptr<RuntimeShaderRenderer> nextRenderer = std::make_unique<RuntimeShaderRenderer>();
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std::string error;
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if (!nextRenderer->CommitPreparedProgram(prepared, error))
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{
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ReleasePendingPrograms(layer);
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return;
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}
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LayerProgram::PassProgram nextPass;
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nextPass.passId = prepared.passId;
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nextPass.inputNames = prepared.inputNames;
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nextPass.outputName = prepared.outputName.empty() ? prepared.passId : prepared.outputName;
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nextPass.renderer = std::move(nextRenderer);
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nextPasses.push_back(std::move(nextPass));
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}
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for (LayerProgram::PassProgram& pass : layer.passes)
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{
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if (pass.renderer)
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pass.renderer->ShutdownGl();
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}
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layer.passes = std::move(nextPasses);
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layer.shaderId = artifact.shaderId;
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layer.sourceFingerprint = layer.pendingPreparedPrograms.front().sourceFingerprint;
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layer.pendingFingerprint.clear();
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layer.pendingPreparedPrograms.clear();
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}
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GLuint RuntimeRenderScene::RenderLayer(
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LayerProgram& layer,
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uint64_t frameIndex,
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unsigned width,
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unsigned height,
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GLuint videoInputTexture,
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GLuint layerInputTexture,
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GLuint outputFramebuffer,
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bool renderToOutput)
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{
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GLuint namedOutputs[2] = {};
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std::string namedOutputNames[2];
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std::size_t nextTargetIndex = 2;
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GLuint lastOutputTexture = layerInputTexture;
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for (LayerProgram::PassProgram& pass : layer.passes)
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{
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if (!pass.renderer || !pass.renderer->HasProgram())
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continue;
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GLuint sourceTexture = layerInputTexture;
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if (!pass.inputNames.empty())
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{
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const std::string& inputName = pass.inputNames.front();
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if (inputName == "videoInput")
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{
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sourceTexture = videoInputTexture;
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}
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else if (inputName != "layerInput")
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{
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for (std::size_t index = 0; index < 2; ++index)
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{
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if (namedOutputNames[index] == inputName)
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{
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sourceTexture = namedOutputs[index];
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break;
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}
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}
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}
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}
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const bool writesLayerOutput = pass.outputName == "layerOutput";
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if (writesLayerOutput && renderToOutput)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, outputFramebuffer);
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pass.renderer->RenderFrame(frameIndex, width, height, sourceTexture, layerInputTexture);
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lastOutputTexture = 0;
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continue;
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}
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if (!EnsureLayerTargets(width, height))
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continue;
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const std::size_t targetIndex = nextTargetIndex;
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nextTargetIndex = nextTargetIndex == 2 ? 3 : 2;
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glBindFramebuffer(GL_FRAMEBUFFER, mLayerFramebuffers[targetIndex]);
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pass.renderer->RenderFrame(frameIndex, width, height, sourceTexture, layerInputTexture);
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const std::size_t namedIndex = targetIndex - 2;
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namedOutputs[namedIndex] = mLayerTextures[targetIndex];
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namedOutputNames[namedIndex] = pass.outputName;
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lastOutputTexture = mLayerTextures[targetIndex];
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}
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return lastOutputTexture;
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}
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bool RuntimeRenderScene::EnsureLayerTargets(unsigned width, unsigned height)
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{
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if (width == 0 || height == 0)
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return false;
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if (mLayerFramebuffers[0] != 0 && mLayerFramebuffers[1] != 0 && mLayerFramebuffers[2] != 0 && mLayerFramebuffers[3] != 0
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&& mLayerTextures[0] != 0 && mLayerTextures[1] != 0 && mLayerTextures[2] != 0 && mLayerTextures[3] != 0
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&& mLayerTargetWidth == width && mLayerTargetHeight == height)
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return true;
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DestroyLayerTargets();
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mLayerTargetWidth = width;
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mLayerTargetHeight = height;
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glGenFramebuffers(4, mLayerFramebuffers);
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glGenTextures(4, mLayerTextures);
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for (int index = 0; index < 4; ++index)
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{
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glBindTexture(GL_TEXTURE_2D, mLayerTextures[index]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height),
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0,
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GL_BGRA,
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GL_UNSIGNED_INT_8_8_8_8_REV,
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nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, mLayerFramebuffers[index]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mLayerTextures[index], 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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DestroyLayerTargets();
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return false;
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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void RuntimeRenderScene::DestroyLayerTargets()
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{
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if (mLayerFramebuffers[0] != 0 || mLayerFramebuffers[1] != 0 || mLayerFramebuffers[2] != 0 || mLayerFramebuffers[3] != 0)
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glDeleteFramebuffers(4, mLayerFramebuffers);
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if (mLayerTextures[0] != 0 || mLayerTextures[1] != 0 || mLayerTextures[2] != 0 || mLayerTextures[3] != 0)
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glDeleteTextures(4, mLayerTextures);
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for (int index = 0; index < 4; ++index)
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{
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mLayerFramebuffers[index] = 0;
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mLayerTextures[index] = 0;
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}
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mLayerTargetWidth = 0;
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mLayerTargetHeight = 0;
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}
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RuntimeRenderScene::LayerProgram* RuntimeRenderScene::FindLayer(const std::string& layerId)
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{
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for (LayerProgram& layer : mLayers)
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{
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if (layer.layerId == layerId)
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return &layer;
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}
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return nullptr;
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}
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const RuntimeRenderScene::LayerProgram* RuntimeRenderScene::FindLayer(const std::string& layerId) const
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{
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for (const LayerProgram& layer : mLayers)
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{
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if (layer.layerId == layerId)
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return &layer;
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}
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return nullptr;
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}
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RuntimeRenderScene::LayerProgram::PassProgram* RuntimeRenderScene::FindPass(LayerProgram& layer, const std::string& passId)
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{
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for (LayerProgram::PassProgram& pass : layer.passes)
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{
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if (pass.passId == passId)
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return &pass;
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}
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return nullptr;
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}
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std::string RuntimeRenderScene::Fingerprint(const RuntimeShaderArtifact& artifact)
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{
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const std::hash<std::string> hasher;
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std::string source;
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for (const RuntimeShaderPassArtifact& pass : artifact.passes)
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source += pass.passId + ":" + pass.outputName + ":" + pass.fragmentShaderSource + "\n";
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if (source.empty())
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source = artifact.fragmentShaderSource;
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return artifact.shaderId + ":" + std::to_string(source.size()) + ":" + std::to_string(hasher(source));
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}
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