GPU/HW: Move drawing offset to CPU-side
Saves updating the uniform buffer.
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@ -218,7 +218,6 @@ bool GPU_HW_OpenGL_ES::CompilePrograms()
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prog.Bind();
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prog.RegisterUniform("u_pos_offset");
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prog.RegisterUniform("u_texture_window_mask");
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prog.RegisterUniform("u_texture_window_offset");
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prog.RegisterUniform("u_src_alpha_factor");
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@ -311,12 +310,11 @@ void GPU_HW_OpenGL_ES::SetDrawState(BatchRenderMode render_mode)
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if (m_batch_ubo_dirty)
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{
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prog.Uniform2iv(0, m_batch_ubo_data.u_pos_offset);
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prog.Uniform2uiv(1, m_batch_ubo_data.u_texture_window_mask);
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prog.Uniform2uiv(2, m_batch_ubo_data.u_texture_window_offset);
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prog.Uniform1f(3, m_batch_ubo_data.u_src_alpha_factor);
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prog.Uniform1f(4, m_batch_ubo_data.u_dst_alpha_factor);
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prog.Uniform1i(5, static_cast<s32>(m_batch_ubo_data.u_set_mask_while_drawing));
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prog.Uniform2uiv(0, m_batch_ubo_data.u_texture_window_mask);
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prog.Uniform2uiv(1, m_batch_ubo_data.u_texture_window_offset);
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prog.Uniform1f(2, m_batch_ubo_data.u_src_alpha_factor);
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prog.Uniform1f(3, m_batch_ubo_data.u_dst_alpha_factor);
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prog.Uniform1i(4, static_cast<s32>(m_batch_ubo_data.u_set_mask_while_drawing));
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m_batch_ubo_dirty = false;
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}
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}
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