Backport non-seperable disk shader from android (#5976)
* VideoCore: Backport Shader cache for non separable shaders android: disk_shader_cache: remove redundant lookup * disk_shader_cache: dont compile dumped shaders * cleanup Seperable shader loading * gl_shader_disk_cache.cpp: remove redundant checks * Skip compiling non seperable raws * gl_shader_manager.cpp: Skip `GLAD_GL_ARB_get_program_binary` check on GLES
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@@ -22,7 +22,7 @@ void RendererBase::RefreshRasterizerSetting() {
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opengl_rasterizer_active = hw_renderer_enabled;
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if (hw_renderer_enabled) {
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rasterizer = std::make_unique<OpenGL::RasterizerOpenGL>();
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rasterizer = std::make_unique<OpenGL::RasterizerOpenGL>(render_window);
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} else {
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rasterizer = std::make_unique<VideoCore::SWRasterizer>();
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}
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