MultiDrawIndirect draw batching - now down to <20us per draw.
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@@ -91,7 +91,7 @@ std::string GL4ShaderTranslator::TranslateVertexShader(
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const auto& alloc_counts = vertex_shader->alloc_counts();
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// Vertex shader main() header.
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Append("void processVertex() {\n");
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Append("void processVertex(const in StateData state) {\n");
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// Add temporaries for any registers we may use.
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uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
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@@ -126,7 +126,7 @@ std::string GL4ShaderTranslator::TranslatePixelShader(
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// (and less than the number of required registers), things may die.
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// Pixel shader main() header.
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Append("void processFragment() {\n");
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Append("void processFragment(const in StateData state) {\n");
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// Add temporary registers.
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uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
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