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Low level graphics API prerequisites (#319)
* Add GalPipelineState and IGalPipeline * Separate UploadVertex call * Add ConstBuffer cache * Move Vertex Assembly into GalPipelineState * Move Uniform binds to GalPipelineState * Move framebuffer flip into a buffer * Rebase * Fix regression * Move clear values from VertexEndGl to ClearBuffers * Rename obscure names O->Old S->New
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@@ -35,6 +35,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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public const string FragmentOutputName = "FragColor";
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public const string ExtraUniformBlockName = "Extra";
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public const string FlipUniformName = "flip";
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public const string ProgramName = "program";
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@@ -220,7 +220,11 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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SB.AppendLine("uniform vec2 " + GlslDecl.FlipUniformName + ";");
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SB.AppendLine("layout (std140) uniform " + GlslDecl.ExtraUniformBlockName + "{");
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SB.AppendLine(IdentationStr + "vec2 " + GlslDecl.FlipUniformName + ";");
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SB.AppendLine("};");
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}
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SB.AppendLine();
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