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[client] egl: add cached uniforms and multipass effects
Replace the per-frame uniform list with stable, name-cached handles that retain their values across shader recompilation. Track dirty uniforms so only changed values are uploaded, reducing redundant GL calls and buffer management. Add a reusable effect-pass pipeline with per-pass shaders, samplers, formats, resolutions, and intermediate render targets. This makes external effects easier to integrate and supports arbitrary multipass chains. Migrate the desktop, cursor, damage, 24-bit, downscale, CAS, and FSR rendering paths to the new APIs. Also ensure framebuffer objects are released correctly.
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@@ -85,9 +85,9 @@ add_library(renderer_EGL STATIC
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cursor.c
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damage.c
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framebuffer.c
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effect.c
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postprocess.c
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ffx.c
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filter.c
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filter_24bit.c
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filter_ffx_cas.c
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filter_ffx_fsr1.c
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