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Latte: Refactor legacy OpenGL code for shader binding
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14 changed files with 25 additions and 81 deletions
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@ -1090,17 +1090,6 @@ RendererShader* VulkanRenderer::shader_create(RendererShader::ShaderType type, u
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return new RendererShaderVk(type, baseHash, auxHash, isGameShader, isGfxPackShader, source);
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}
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void VulkanRenderer::shader_bind(RendererShader* shader)
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{
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// does nothing on Vulkan
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// remove from main render backend and internalize into GL backend
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}
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void VulkanRenderer::shader_unbind(RendererShader::ShaderType shaderType)
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{
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// does nothing on Vulkan
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}
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bool VulkanRenderer::CheckDeviceExtensionSupport(const VkPhysicalDevice device, FeatureControl& info)
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{
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std::vector<VkExtensionProperties> availableDeviceExtensions;
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