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HW shaders: Avoid redundant glVertexAttrib4f calls
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2 changed files with 19 additions and 6 deletions
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@ -99,6 +99,9 @@ class RendererGL final : public Renderer {
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std::unique_ptr<StreamBuffer> hwVertexBuffer;
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std::unique_ptr<StreamBuffer> hwIndexBuffer;
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// Cache of fixed attribute values so that we don't do any duplicate updates
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std::array<std::array<float, 4>, 16> fixedAttrValues;
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// Cached recompiled fragment shader
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struct CachedProgram {
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OpenGL::Program program;
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