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	GLRenderer: Write the shader stage configuration UBO data *before* copying it to the GPU.
This should fix the bug with the vs_config UBO being uninitialized during shader execution.
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				| @ -214,13 +214,14 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) { | ||||
|             continue; | ||||
|         } | ||||
| 
 | ||||
|         GLShader::MaxwellUniformData ubo{}; | ||||
|         ubo.SetFromRegs(gpu.state.shader_stages[stage]); | ||||
|         std::memcpy(buffer_ptr, &ubo, sizeof(ubo)); | ||||
| 
 | ||||
|         // Upload uniform data as one UBO per stage
 | ||||
|         const GLintptr ubo_offset = buffer_offset; | ||||
|         copy_buffer(uniform_buffers[stage].handle, ubo_offset, | ||||
|                     sizeof(GLShader::MaxwellUniformData)); | ||||
|         GLShader::MaxwellUniformData* ub_ptr = | ||||
|             reinterpret_cast<GLShader::MaxwellUniformData*>(buffer_ptr); | ||||
|         ub_ptr->SetFromRegs(gpu.state.shader_stages[stage]); | ||||
| 
 | ||||
|         buffer_ptr += sizeof(GLShader::MaxwellUniformData); | ||||
|         buffer_offset += sizeof(GLShader::MaxwellUniformData); | ||||
|  | ||||
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