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Don't pass internal GL shaders through reflection queries pointlessly
* Intel's drivers in particular seem buggy when trying to reflect shaders, so there's no point in reflecting shaders that aren't from the capture as all we do is add the potential for crashes.
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@@ -45,7 +45,7 @@ GLuint GLReplay::CreateCShaderProgram(const vector<string> &csSources)
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MakeCurrentReplayContext(m_DebugCtx);
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WrappedOpenGL &gl = *m_pDriver;
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const GLHookSet &gl = m_pDriver->GetHookset();
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GLuint cs = gl.glCreateShader(eGL_COMPUTE_SHADER);
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@@ -102,7 +102,7 @@ GLuint GLReplay::CreateShaderProgram(const vector<string> &vsSources,
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MakeCurrentReplayContext(m_DebugCtx);
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WrappedOpenGL &gl = *m_pDriver;
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const GLHookSet &gl = m_pDriver->GetHookset();
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GLuint vs = 0;
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GLuint fs = 0;
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