GPUDevice: Support transpiling shaders at compile time
And use it for GLSL postprocessing shaders.
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@@ -22,6 +22,7 @@ public:
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ALWAYS_INLINE GLuint GetGLId() const { return m_id.value(); }
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ALWAYS_INLINE const GPUShaderCache::CacheIndexKey& GetKey() const { return m_key; }
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ALWAYS_INLINE const std::string& GetSource() const { return m_source; }
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private:
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OpenGLShader(GPUShaderStage stage, const GPUShaderCache::CacheIndexKey& key, std::string source);
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