Renderer: Add shader validation
Former-commit-id: fa9225b87e6ec2217c3838535531075dfcaaf433
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@@ -945,6 +945,7 @@ bool NzOpenGL::Initialize()
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glUniformMatrix4fv = reinterpret_cast<PFNGLUNIFORMMATRIX4FVPROC>(LoadEntry("glUniformMatrix4fv"));
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glUnmapBuffer = reinterpret_cast<PFNGLUNMAPBUFFERPROC>(LoadEntry("glUnmapBuffer"));
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glUseProgram = reinterpret_cast<PFNGLUSEPROGRAMPROC>(LoadEntry("glUseProgram"));
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glValidateProgram = reinterpret_cast<PFNGLVALIDATEPROGRAMPROC>(LoadEntry("glValidateProgram"));
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glVertexAttrib4f = reinterpret_cast<PFNGLVERTEXATTRIB4FPROC>(LoadEntry("glVertexAttrib4f"));
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glVertexAttribPointer = reinterpret_cast<PFNGLVERTEXATTRIBPOINTERPROC>(LoadEntry("glVertexAttribPointer"));
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glViewport = reinterpret_cast<PFNGLVIEWPORTPROC>(LoadEntry("glViewport"));
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@@ -2384,6 +2385,7 @@ PFNGLUNIFORMMATRIX4DVPROC glUniformMatrix4dv = nullptr;
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PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = nullptr;
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PFNGLUNMAPBUFFERPROC glUnmapBuffer = nullptr;
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PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
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PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f = nullptr;
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PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor = nullptr;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
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