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GPU/HW: Split shadergen to seperate class
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@ -58,8 +58,7 @@ private:
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void CreateTextureBuffer();
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bool CompilePrograms();
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bool CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode, bool dithering);
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void SetDrawState(HWBatchRenderMode render_mode);
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void SetDrawState(BatchRenderMode render_mode);
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void UploadUniformBlock(const void* data, u32 data_size);
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// downsample texture - used for readbacks at >1xIR.
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