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renderer_opengl: Add gl_shader_manager class.
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@ -28,6 +28,8 @@ add_library(video_core STATIC
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renderer_opengl/gl_shader_decompiler.h
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renderer_opengl/gl_shader_gen.cpp
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renderer_opengl/gl_shader_gen.h
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renderer_opengl/gl_shader_manager.cpp
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renderer_opengl/gl_shader_manager.h
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renderer_opengl/gl_shader_util.cpp
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renderer_opengl/gl_shader_util.h
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renderer_opengl/gl_state.cpp
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src/video_core/renderer_opengl/gl_shader_manager.cpp
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src/video_core/renderer_opengl/gl_shader_manager.cpp
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/core.h"
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#include "core/hle/kernel/process.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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namespace GLShader {
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namespace Impl {
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void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding,
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size_t expected_size) {
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GLuint ub_index = glGetUniformBlockIndex(shader, name);
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if (ub_index != GL_INVALID_INDEX) {
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GLint ub_size = 0;
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glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
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ASSERT_MSG(ub_size == expected_size,
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"Uniform block size did not match! Got %d, expected %zu",
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static_cast<int>(ub_size), expected_size);
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glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
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}
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}
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void SetShaderUniformBlockBindings(GLuint shader) {
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SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData));
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}
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void SetShaderSamplerBindings(GLuint shader) {
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OpenGLState cur_state = OpenGLState::GetCurState();
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GLuint old_program = std::exchange(cur_state.draw.shader_program, shader);
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cur_state.Apply();
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// Set the texture samplers to correspond to different texture units
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cur_state.draw.shader_program = old_program;
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cur_state.Apply();
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}
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} // namespace Impl
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void MaxwellUniformData::SetFromRegs() {
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}
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} // namespace GLShader
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161
src/video_core/renderer_opengl/gl_shader_manager.h
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src/video_core/renderer_opengl/gl_shader_manager.h
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <tuple>
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#include <unordered_map>
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#include <boost/functional/hash.hpp>
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#include <glad/glad.h>
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/maxwell_to_gl.h"
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namespace GLShader {
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namespace Impl {
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void SetShaderUniformBlockBindings(GLuint shader);
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void SetShaderSamplerBindings(GLuint shader);
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} // namespace Impl
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enum class UniformBindings : GLuint { Common, VS, GS, FS };
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/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
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// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
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// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
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// Not following that rule will cause problems on some AMD drivers.
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struct MaxwellUniformData {
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void SetFromRegs();
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using ConstBuffer = std::array<GLvec4, 4>;
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using Regs = Tegra::Engines::Maxwell3D::Regs;
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alignas(16) std::array<ConstBuffer, Regs::MaxConstBuffers> const_buffers;
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};
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static_assert(sizeof(MaxwellUniformData) < 16384,
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"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
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struct VSUniformData {
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MaxwellUniformData uniforms;
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};
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static_assert(sizeof(VSUniformData) < 16384,
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"VSUniformData structure must be less than 16kb as per the OpenGL spec");
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struct FSUniformData {
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MaxwellUniformData uniforms;
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};
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static_assert(sizeof(FSUniformData) < 16384,
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"VSUniformData structure must be less than 16kb as per the OpenGL spec");
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class OGLShaderStage {
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public:
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OGLShaderStage() = default;
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void Create(const char* source, GLenum type) {
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OGLShader shader;
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shader.Create(source, type);
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program.Create(true, shader.handle);
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Impl::SetShaderUniformBlockBindings(program.handle);
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Impl::SetShaderSamplerBindings(program.handle);
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}
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GLuint GetHandle() const {
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return program.handle;
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}
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private:
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OGLProgram program;
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};
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// TODO(wwylele): beautify this doc
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// This is a shader cache designed for translating PICA shader to GLSL shader.
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// The double cache is needed because diffent KeyConfigType, which includes a hash of the code
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// region (including its leftover unused code) can generate the same GLSL code.
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template <typename KeyConfigType,
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std::string (*CodeGenerator)(const ShaderSetup&, const KeyConfigType&), GLenum ShaderType>
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class ShaderCache {
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public:
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ShaderCache() = default;
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GLuint Get(const KeyConfigType& key, const ShaderSetup& setup) {
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auto map_it = shader_map.find(key);
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if (map_it == shader_map.end()) {
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std::string program = CodeGenerator(setup, key);
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auto [iter, new_shader] = shader_cache.emplace(program, OGLShaderStage{});
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OGLShaderStage& cached_shader = iter->second;
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if (new_shader) {
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cached_shader.Create(program.c_str(), ShaderType);
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}
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shader_map[key] = &cached_shader;
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return cached_shader.GetHandle();
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} else {
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return map_it->second->GetHandle();
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}
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}
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private:
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std::unordered_map<KeyConfigType, OGLShaderStage*> shader_map;
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std::unordered_map<std::string, OGLShaderStage> shader_cache;
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};
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using VertexShaders = ShaderCache<MaxwellVSConfig, &GenerateVertexShader, GL_VERTEX_SHADER>;
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using FragmentShaders = ShaderCache<MaxwellFSConfig, &GenerateFragmentShader, GL_FRAGMENT_SHADER>;
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class ProgramManager {
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public:
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ProgramManager() {
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pipeline.Create();
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}
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void UseProgrammableVertexShader(const MaxwellVSConfig& config, const ShaderSetup setup) {
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current.vs = vertex_shaders.Get(config, setup);
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}
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void UseTrivialGeometryShader() {
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current.gs = 0;
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}
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void UseProgrammableFragmentShader(const MaxwellFSConfig& config, const ShaderSetup setup) {
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current.fs = fragment_shaders.Get(config, setup);
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}
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void ApplyTo(OpenGLState& state) {
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// Workaround for AMD bug
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glUseProgramStages(pipeline.handle,
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GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
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0);
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glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current.vs);
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glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current.gs);
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glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current.fs);
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state.draw.shader_program = 0;
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state.draw.program_pipeline = pipeline.handle;
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}
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private:
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struct ShaderTuple {
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GLuint vs = 0, gs = 0, fs = 0;
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bool operator==(const ShaderTuple& rhs) const {
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return std::tie(vs, gs, fs) == std::tie(rhs.vs, rhs.gs, rhs.fs);
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}
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struct Hash {
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std::size_t operator()(const ShaderTuple& tuple) const {
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std::size_t hash = 0;
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boost::hash_combine(hash, tuple.vs);
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boost::hash_combine(hash, tuple.gs);
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boost::hash_combine(hash, tuple.fs);
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return hash;
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}
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};
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};
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ShaderTuple current;
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VertexShaders vertex_shaders;
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FragmentShaders fragment_shaders;
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std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache;
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OGLPipeline pipeline;
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};
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} // namespace GLShader
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