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OpenGL: use shader 420pack if available to staticly bind ubo location
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
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@ -284,7 +284,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write("\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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out.Write("layout(std140) uniform PSBlock {\n");
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out.Write("layout(std140%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportShadingLanguage420pack ? ", binding = 1" : "");
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DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_COLORS, "float4", I_COLORS"[4]");
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DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_KCOLORS, "float4", I_KCOLORS"[4]");
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