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	VideoCore/Shader: Split shader uniform state and shader engine
Currently there's only a single dummy implementation, which will be split in a following commit.
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					 5 changed files with 57 additions and 22 deletions
				
			
		|  | @ -518,7 +518,9 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d | |||
|     info.labels.insert({entry_point, "main"}); | ||||
| 
 | ||||
|     // Generate debug information
 | ||||
|     debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, entry_point); | ||||
|     auto* shader_engine = Pica::Shader::GetEngine(); | ||||
|     shader_engine->SetupBatch(&shader_setup); | ||||
|     debug_data = shader_engine->ProduceDebugInfo(input_vertex, num_attributes, entry_point); | ||||
| 
 | ||||
|     // Reload widget state
 | ||||
|     for (int attr = 0; attr < num_attributes; ++attr) { | ||||
|  |  | |||
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