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gl_shader_cache: Use an u32 for the binding point cache.
The std::string generation with its malloc and free requirement was a noticeable overhead. Also switch to an ordered_map to avoid the std::hash call. As those maps usually have a size of two elements, the lookup time shall not matter.
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- src/video_core/renderer_opengl/gl_rasterizer.cpp 2 additions, 2 deletionssrc/video_core/renderer_opengl/gl_rasterizer.cpp
- src/video_core/renderer_opengl/gl_shader_cache.cpp 8 additions, 8 deletionssrc/video_core/renderer_opengl/gl_shader_cache.cpp
- src/video_core/renderer_opengl/gl_shader_cache.h 5 additions, 5 deletionssrc/video_core/renderer_opengl/gl_shader_cache.h
- src/video_core/renderer_opengl/gl_shader_gen.h 8 additions, 0 deletionssrc/video_core/renderer_opengl/gl_shader_gen.h
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