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ProgramShaderCache: Create a FBO for shared contexts to draw into
This way it allows us to use surfaceless contexts in EGL/GLX. It also ensures that the shared context shares a similar setup to the main context's framebuffer, potentially reducing the number of variants a driver needs to generate.
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@ -154,6 +154,9 @@ private:
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struct SharedContextData
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{
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std::unique_ptr<cInterfaceBase> context;
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GLuint prerender_FBO;
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GLuint prerender_FBO_tex;
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GLuint prerender_FBO_depth;
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GLuint prerender_VBO;
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GLuint prerender_VAO;
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GLuint prerender_IBO;
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