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	gl_rasterizer: Add a simple passthrough shader in lieu of shader generation.
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				@ -54,6 +54,8 @@ static void SetShaderUniformBlockBindings(GLuint shader) {
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}
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					}
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RasterizerOpenGL::RasterizerOpenGL() {
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					RasterizerOpenGL::RasterizerOpenGL() {
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					    shader_dirty = true;
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    has_ARB_buffer_storage = false;
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					    has_ARB_buffer_storage = false;
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    has_ARB_direct_state_access = false;
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					    has_ARB_direct_state_access = false;
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    has_ARB_separate_shader_objects = false;
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					    has_ARB_separate_shader_objects = false;
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@ -106,8 +108,6 @@ RasterizerOpenGL::RasterizerOpenGL() {
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        state.draw.vertex_buffer = stream_buffer->GetHandle();
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					        state.draw.vertex_buffer = stream_buffer->GetHandle();
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        pipeline.Create();
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					        pipeline.Create();
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        vs_input_index_min = 0;
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        vs_input_index_max = 0;
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        state.draw.program_pipeline = pipeline.handle;
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					        state.draw.program_pipeline = pipeline.handle;
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        state.draw.shader_program = 0;
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					        state.draw.shader_program = 0;
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        state.draw.vertex_array = hw_vao.handle;
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					        state.draw.vertex_array = hw_vao.handle;
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@ -233,7 +233,60 @@ bool RasterizerOpenGL::AccelerateDisplay(const void* config, PAddr framebuffer_a
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}
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					}
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void RasterizerOpenGL::SetShader() {
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					void RasterizerOpenGL::SetShader() {
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    UNIMPLEMENTED();
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					    // TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to
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					    // OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell
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					    // shaders.
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					    static constexpr char vertex_shader[] = R"(
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					#version 150 core
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					in vec2 vert_position;
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					in vec2 vert_tex_coord;
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					out vec2 frag_tex_coord;
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					void main() {
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					    // Multiply input position by the rotscale part of the matrix and then manually translate by
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					    // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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					    // to `vec3(vert_position.xy, 1.0)`
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					    gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0);
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					    frag_tex_coord = vert_tex_coord;
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					}
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					)";
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					    static constexpr char fragment_shader[] = R"(
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					#version 150 core
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					in vec2 frag_tex_coord;
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					out vec4 color;
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					uniform sampler2D color_texture;
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					void main() {
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					    color = vec4(1.0, 0.0, 0.0, 1.0);
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					}
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					)";
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					    if (current_shader) {
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					        return;
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					    }
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					    LOG_ERROR(HW_GPU, "Emulated shaders are not supported! Using a passthrough shader.");
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					    current_shader = &test_shader;
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					    if (has_ARB_separate_shader_objects) {
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					        test_shader.shader.Create(vertex_shader, nullptr, fragment_shader, {}, true);
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					        glActiveShaderProgram(pipeline.handle, test_shader.shader.handle);
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					    } else {
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					        ASSERT_MSG(false, "Unimplemented");
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					    }
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					    state.draw.shader_program = test_shader.shader.handle;
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					    state.Apply();
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					    if (has_ARB_separate_shader_objects) {
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					        state.draw.shader_program = 0;
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					        state.Apply();
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					    }
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}
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					}
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void RasterizerOpenGL::SyncClipEnabled() {
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					void RasterizerOpenGL::SyncClipEnabled() {
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@ -42,6 +42,12 @@ public:
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                           ScreenInfo& screen_info) override;
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					                           ScreenInfo& screen_info) override;
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    bool AccelerateDrawBatch(bool is_indexed) override;
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					    bool AccelerateDrawBatch(bool is_indexed) override;
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					    /// OpenGL shader generated for a given Maxwell register state
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					    struct MaxwellShader {
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					        /// OpenGL shader resource
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					        OGLShader shader;
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					    };
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    struct VertexShader {
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					    struct VertexShader {
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        OGLShader shader;
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					        OGLShader shader;
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    };
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					    };
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@ -117,6 +123,12 @@ private:
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    RasterizerCacheOpenGL res_cache;
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					    RasterizerCacheOpenGL res_cache;
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					    /// Shader used for test renderering - to be removed once we have emulated shaders
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					    MaxwellShader test_shader{};
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					    const MaxwellShader* current_shader{};
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					    bool shader_dirty{};
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    struct {
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					    struct {
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        UniformData data;
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					        UniformData data;
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        bool dirty;
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					        bool dirty;
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@ -136,8 +148,6 @@ private:
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    static constexpr size_t STREAM_BUFFER_SIZE = 4 * 1024 * 1024;
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					    static constexpr size_t STREAM_BUFFER_SIZE = 4 * 1024 * 1024;
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    std::unique_ptr<OGLStreamBuffer> stream_buffer;
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					    std::unique_ptr<OGLStreamBuffer> stream_buffer;
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    GLint vs_input_index_min;
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    GLint vs_input_index_max;
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    GLsizeiptr vs_input_size;
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					    GLsizeiptr vs_input_size;
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    void AnalyzeVertexArray(bool is_indexed);
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					    void AnalyzeVertexArray(bool is_indexed);
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