Rebasing didn't went quite right...Fixes
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@@ -332,7 +332,7 @@ public:
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else
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else
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{
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{
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GLParamArray param_array;
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ParamArray param_array;
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auto& vprog = GetCgRef<CgBinaryVertexProgram>(prog.program);
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auto& vprog = GetCgRef<CgBinaryVertexProgram>(prog.program);
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m_arb_shader += "\n";
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m_arb_shader += "\n";
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m_arb_shader += fmt::format("# binaryFormatRevision 0x%x\n", (u32)prog.binaryFormatRevision);
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m_arb_shader += fmt::format("# binaryFormatRevision 0x%x\n", (u32)prog.binaryFormatRevision);
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@@ -41,7 +41,7 @@ public:
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Shader() : bytecode(nullptr) {}
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Shader() : bytecode(nullptr) {}
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~Shader() {}
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~Shader() {}
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u32 Id;
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u32 id;
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Microsoft::WRL::ComPtr<ID3DBlob> bytecode;
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Microsoft::WRL::ComPtr<ID3DBlob> bytecode;
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std::vector<size_t> FragmentConstantOffsetCache;
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std::vector<size_t> FragmentConstantOffsetCache;
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size_t m_textureCount;
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size_t m_textureCount;
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