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OGL: Don't generate a geometry shader if the backend doesn't support it.
This commit repurposes the bSupportsStereoscopy flag as the bSupportsGeometryShaders flag.
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@ -211,7 +211,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
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ShaderCode gcode;
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GenerateVertexShaderCode(vcode, components, API_OPENGL);
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
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if (!IsPassthroughGeometryShader(uid.guid))
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !IsPassthroughGeometryShader(uid.guid))
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GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
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if (g_ActiveConfig.bEnableShaderDebugging)
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