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Add in GLSL setting again.
PS and VS making. Untested and won't work for now. Add in program shader cache files. Readd NativeVertexFormat stuffs. Add in PS and VS cache things. SetShaders in places. Fixed EFB cache index computations in OpenGL renderer. The previous computation was very likely to go out of array bounds, which could result in crashes on EFB access. Also, the cache size was rounded down instead of up. This is a problem since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
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20 changed files with 1243 additions and 519 deletions
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@ -106,6 +106,7 @@ struct VideoConfig
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bool bDisableTexturing;
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bool bDstAlphaPass;
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bool bDisableFog;
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bool bUseGLSL;
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// Utility
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bool bDumpTextures;
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@ -166,6 +167,7 @@ struct VideoConfig
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bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL
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bool bSupportsFormatReinterpretation;
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bool bSupportsPixelLighting;
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bool bSupportsGLSL;
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} backend_info;
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};
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