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OpenGL: use shader 420pack if available to staticly bind ubo location
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
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5 changed files with 8 additions and 4 deletions
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@ -155,6 +155,7 @@ struct VideoConfig
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bool bSupportsOversizedViewports;
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bool bSupportsGLSLUBO; // needed by PixelShaderGen, so must stay in VideoCommon
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bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
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bool bSupportShadingLanguage420pack; // needed by ShaderGen, so must stay in VideoCommon
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} backend_info;
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// Utility
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