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VideoCore/Shader: Split shader uniform state and shader engine
Currently there's only a single dummy implementation, which will be split in a following commit.
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@ -518,7 +518,9 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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info.labels.insert({entry_point, "main"});
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// Generate debug information
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debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, entry_point);
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auto* shader_engine = Pica::Shader::GetEngine();
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shader_engine->SetupBatch(&shader_setup);
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debug_data = shader_engine->ProduceDebugInfo(input_vertex, num_attributes, entry_point);
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// Reload widget state
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for (int attr = 0; attr < num_attributes; ++attr) {
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