Share fragment UBO between shadergen programs
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@@ -69,11 +69,11 @@ class RendererGL final : public Renderer {
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// The "default" vertex shader to use when using specialized shaders but not PICA vertex shader -> GLSL recompilation
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// We can compile this once and then link it with all other generated fragment shaders
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OpenGL::Shader defaultShadergenVs;
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GLuint shadergenFragmentUBO;
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// Cached recompiled fragment shader
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struct CachedProgram {
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OpenGL::Program program;
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uint uboBinding;
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};
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std::unordered_map<PICA::FragmentConfig, CachedProgram> shaderCache;
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