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OGL: Re-implement async shader compiling
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@ -1027,3 +1027,8 @@ bool Renderer::UseVertexDepthRange() const
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// in the vertex shader.
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return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
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}
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std::unique_ptr<VideoCommon::AsyncShaderCompiler> Renderer::CreateAsyncShaderCompiler()
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{
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return std::make_unique<VideoCommon::AsyncShaderCompiler>();
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}
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