GPU/OpenGL: Use explicit bindings where possible
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@@ -11,6 +11,8 @@ public:
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bool texture_filtering, bool supports_dual_source_blend);
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~GPU_HW_ShaderGen();
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static bool UseGLSLBindingLayout();
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std::string GenerateBatchVertexShader(bool textured);
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPU::TextureMode texture_mode,
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bool dithering, bool interlacing);
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@@ -24,17 +26,6 @@ public:
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std::string GenerateVRAMWriteFragmentShader();
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std::string GenerateVRAMCopyFragmentShader();
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HostDisplay::RenderAPI m_render_api;
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u32 m_resolution_scale;
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bool m_true_color;
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bool m_scaled_dithering;
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bool m_texture_filering;
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bool m_glsl;
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bool m_supports_dual_source_blend;
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bool m_use_glsl_interface_blocks;
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std::string m_glsl_version_string;
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private:
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void SetGLSLVersionString();
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void WriteHeader(std::stringstream& ss);
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@@ -51,4 +42,16 @@ private:
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void WriteCommonFunctions(std::stringstream& ss);
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void WriteBatchUniformBuffer(std::stringstream& ss);
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HostDisplay::RenderAPI m_render_api;
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u32 m_resolution_scale;
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bool m_true_color;
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bool m_scaled_dithering;
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bool m_texture_filering;
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bool m_glsl;
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bool m_supports_dual_source_blend;
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bool m_use_glsl_interface_blocks;
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bool m_use_glsl_binding_layout;
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std::string m_glsl_version_string;
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};
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