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upload complete uniform buffer at once
this is the way of dx11. it would upload more per draw, but uses less calls. will be faster if many uniforms are changed, but slower else
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@ -117,6 +117,7 @@ public:
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static void SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count);
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static void SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count);
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static void UploadConstants();
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static void Init(void);
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static void Shutdown(void);
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@ -154,6 +155,9 @@ private:
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static GLuint s_ps_vs_ubo;
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static GLintptr s_vs_data_offset;
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static float *s_ubo_buffer;
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static u32 s_ubo_buffer_size;
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static bool s_ubo_dirty;
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static void SetProgramVariables(PCacheEntry &entry);
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static void SetProgramBindings(PCacheEntry &entry);
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};
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