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Add SSBO and compute shader support to gl wrappers
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@@ -651,6 +651,8 @@ void opengl46_renderer::SwapBuffers()
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m_debugtimestext += " swap: " + to_string( Timer::subsystem.gfx_swap.average(), 2 ) + " ms\n";
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if (m_gllasttime)
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m_debugtimestext += "gpu frame total: " + to_string((double)(m_gllasttime / 1000ULL) / 1000.0, 3) + " ms\n";
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if (auto const clusterstime = m_clusterstimer.result())
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m_debugtimestext += " clusters: " + to_string(static_cast<double>(*clusterstime) / 1000000.0, 3) + " ms\n";
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m_debugtimestext += "uilayer: " + to_string( Timer::subsystem.gfx_gui.average(), 2 ) + " ms\n";
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if( DebugModeFlag )
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m_debugtimestext += m_textures.info();
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@@ -432,6 +432,8 @@ class opengl46_renderer : public gfx_renderer {
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std::optional<gl::query> m_timequery;
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GLuint64 m_gllasttime = 0;
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// gpu time of the light cluster compute passes; the debug panel shows it once a pass measures it
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gl::gpu_timer m_clusterstimer;
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double m_precipitationrotation;
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