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Don't trash SPIR-V shaders on GL after compiling them
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@@ -414,6 +414,8 @@ void GLReplay::InitDebugData()
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vs = GenerateGLSLShader(GetEmbeddedResource(glsl_blit_vert), shaderType, glslBaseVer);
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DebugData.fixedcolFragShaderSPIRV = DebugData.quadoverdrawFragShaderSPIRV = 0;
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// pre-compile SPIR-V shaders up front since this is more expensive
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if(HasExt[ARB_gl_spirv])
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{
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@@ -485,7 +487,6 @@ void GLReplay::InitDebugData()
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DebugData.fixedcolFragShader = DebugData.quadoverdrawFragShader = 0;
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DebugData.quadoverdrawResolveProg = 0;
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DebugData.fixedcolFragShaderSPIRV = DebugData.quadoverdrawFragShaderSPIRV = 0;
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if(IsGLES)
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{
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