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gsdx-ogl: fix ARB_bindless support
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@ -107,6 +107,7 @@ void GSShaderOGL::PS(GLuint s, GLuint sub_count)
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GLState::ps = s;
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GLState::dirty_prog = true;
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GLState::dirty_subroutine_ps = true;
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GLState::dirty_ressources = true;
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#ifndef ENABLE_GLES
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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gl_UseProgramStages(m_pipeline, GL_FRAGMENT_SHADER_BIT, s);
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@ -158,13 +159,14 @@ void GSShaderOGL::SetupRessources()
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if (GLState::dirty_ressources) {
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GLState::dirty_ressources = false;
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// FIXME count !
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// FIXME location !
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GLuint count = (GLState::tex_handle[1]) ? 2 : 1;
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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gl_ProgramUniformHandleui64vARB(GLState::ps, 0, count, GLState::tex_handle);
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gl_ProgramUniformHandleui64vARB(GLState::ps, 0, 1, &GLState::tex_handle[0]);
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if (GLState::tex_handle[1])
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gl_ProgramUniformHandleui64vARB(GLState::ps, 1, 1, &GLState::tex_handle[1]);
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} else {
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gl_UniformHandleui64vARB(0, count, GLState::tex_handle);
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gl_UniformHandleui64vARB(0, 1, &GLState::tex_handle[0]);
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if (GLState::tex_handle[1])
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gl_UniformHandleui64vARB(1, 1, &GLState::tex_handle[1]);
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}
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}
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#endif
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