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gl_shader_cache: Remove dynamic BaseBinding specialization
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@ -43,20 +43,22 @@ public:
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explicit BindBuffersRangePushBuffer(GLenum target);
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~BindBuffersRangePushBuffer();
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void Setup(GLuint first_);
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void Setup();
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void Push(const GLuint* buffer, GLintptr offset, GLsizeiptr size);
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void Push(GLuint binding, const GLuint* buffer, GLintptr offset, GLsizeiptr size);
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void Bind();
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private:
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GLenum target{};
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GLuint first{};
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std::vector<const GLuint*> buffer_pointers;
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struct Entry {
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GLuint binding;
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const GLuint* buffer;
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GLintptr offset;
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GLsizeiptr size;
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};
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std::vector<GLuint> buffers;
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std::vector<GLintptr> offsets;
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std::vector<GLsizeiptr> sizes;
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GLenum target;
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std::vector<Entry> entries;
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};
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void LabelGLObject(GLenum identifier, GLuint handle, VAddr addr, std::string_view extra_info = {});
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