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Implement dual-source blending in shader
For some GLES drivers that don't support dual-source blending, but do support GL_EXT_shader_framebuffer_fetch, this might be useful.
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@ -32,6 +32,7 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
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bits.backend_bitfield = g_ActiveConfig.backend_info.bSupportsBitfield;
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bits.backend_dynamic_sampler_indexing =
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g_ActiveConfig.backend_info.bSupportsDynamicSamplerIndexing;
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bits.backend_shader_framebuffer_fetch = g_ActiveConfig.backend_info.bSupportsFramebufferFetch;
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return bits;
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}
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@ -68,9 +69,9 @@ std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool
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if (include_host_config)
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{
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// We're using 20 bits, so 5 hex characters.
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// We're using 21 bits, so 6 hex characters.
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ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
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filename += StringFromFormat("-%05X", host_config.bits);
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filename += StringFromFormat("-%06X", host_config.bits);
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}
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filename += ".cache";
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