GL4CommandProcessor: Use the new GL4ShaderCache
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@@ -23,6 +23,7 @@
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#include "xenia/base/threading.h"
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/gl4/draw_batcher.h"
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#include "xenia/gpu/gl4/gl4_shader_cache.h"
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#include "xenia/gpu/gl4/gl4_shader.h"
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#include "xenia/gpu/gl4/texture_cache.h"
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#include "xenia/gpu/glsl_shader_translator.h"
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@@ -131,8 +132,7 @@ class GL4CommandProcessor : public CommandProcessor {
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GLuint depth_target);
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GlslShaderTranslator shader_translator_;
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std::vector<std::unique_ptr<GL4Shader>> all_shaders_;
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std::unordered_map<uint64_t, GL4Shader*> shader_cache_;
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GL4ShaderCache shader_cache_;
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CachedFramebuffer* active_framebuffer_ = nullptr;
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GLuint last_framebuffer_texture_ = 0;
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