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OGL: Store shader source in OGLShader
So it can be dumped with info log when linking fails.
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@ -77,8 +77,8 @@ public:
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static bool CompileComputeShader(SHADER& shader, const std::string& code);
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static GLuint CompileSingleShader(GLenum type, const std::string& code);
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static bool CheckShaderCompileResult(GLuint id, GLenum type, const std::string& code);
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static bool CheckProgramLinkResult(GLuint id, const std::string& vcode, const std::string& pcode,
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const std::string& gcode);
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static bool CheckProgramLinkResult(GLuint id, const std::string* vcode, const std::string* pcode,
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const std::string* gcode);
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static StreamBuffer* GetUniformBuffer();
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static u32 GetUniformBufferAlignment();
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static void UploadConstants();
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