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OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
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@ -61,7 +61,7 @@ struct pixel_shader_uid_data
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u32 per_pixel_depth : 1;
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u32 forced_early_z : 1;
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u32 early_ztest : 1;
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u32 pad1 : 1;
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u32 bounding_box : 1;
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u32 texMtxInfo_n_projection : 8; // 8x1 bit
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u32 tevindref_bi0 : 3;
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