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Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared.
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@@ -157,7 +157,7 @@ static void ConvertProjMatrixToVulkan(Matrix4x4 &in, bool invertedX, bool invert
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}
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ShaderManagerVulkan::ShaderManagerVulkan(VulkanContext *vulkan)
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: vulkan_(vulkan), lastVShader_(nullptr), lastFShader_(nullptr), globalDirty_(0xFFFFFFFF) {
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: vulkan_(vulkan), lastVShader_(nullptr), lastFShader_(nullptr) {
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codeBuffer_ = new char[16384];
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uboAlignment_ = vulkan_->GetPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment;
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memset(&ub_base, 0, sizeof(ub_base));
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