GPUDevice: Support transpiling shaders at compile time
And use it for GLSL postprocessing shaders.
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@ -1092,7 +1092,7 @@ void OpenGLDevice::PushUniformBuffer(const void* data, u32 data_size)
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std::memcpy(res.pointer, data, data_size);
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m_uniform_buffer->Unmap(data_size);
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s_stats.buffer_streamed += data_size;
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_uniform_buffer->GetGLBufferId(), res.buffer_offset, data_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_uniform_buffer->GetGLBufferId(), res.buffer_offset, data_size);
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}
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void* OpenGLDevice::MapUniformBuffer(u32 size)
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@ -1105,7 +1105,7 @@ void OpenGLDevice::UnmapUniformBuffer(u32 size)
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{
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const u32 pos = m_uniform_buffer->Unmap(size);
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s_stats.buffer_streamed += size;
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_uniform_buffer->GetGLBufferId(), pos, size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_uniform_buffer->GetGLBufferId(), pos, size);
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}
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void OpenGLDevice::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds,
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