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nv2a/gl: Ensure shader_binding exists before dirty check
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@ -1017,7 +1017,7 @@ void pgraph_gl_bind_shaders(PGRAPHState *pg)
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fixed_function ? "yes" : "no");
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bool binding_changed = false;
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if (!test_shaders_dirty(pg) && !pg->program_data_dirty) {
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if (r->shader_binding && !test_shaders_dirty(pg) && !pg->program_data_dirty) {
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nv2a_profile_inc_counter(NV2A_PROF_SHADER_BIND_NOTDIRTY);
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goto update_constants;
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}
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