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Add compute ShaderStage;
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@@ -291,7 +291,7 @@ Shader *Graphics::newShader(const std::vector<std::string> &stagessource)
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}
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return newShaderInternal(stages[SHADERSTAGE_VERTEX], stages[SHADERSTAGE_PIXEL]);
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return newShaderInternal(stages);
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}
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Buffer *Graphics::newBuffer(const Buffer::Settings &settings, DataFormat format, const void *data, size_t size, size_t arraylength)
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@@ -332,6 +332,7 @@ bool Graphics::validateShader(bool gles, const std::vector<std::string> &stagess
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bool validstages[SHADERSTAGE_MAX_ENUM] = {};
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validstages[SHADERSTAGE_VERTEX] = true;
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validstages[SHADERSTAGE_PIXEL] = true;
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validstages[SHADERSTAGE_COMPUTE] = true;
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// Don't use cached shader stages, since the gles flag may not match the
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// current renderer.
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@@ -362,7 +363,7 @@ bool Graphics::validateShader(bool gles, const std::vector<std::string> &stagess
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}
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}
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return Shader::validate(stages[SHADERSTAGE_VERTEX], stages[SHADERSTAGE_PIXEL], err);
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return Shader::validate(stages, err);
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}
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int Graphics::getWidth() const
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