gl_state: Sync latest version with Citra.
This commit is contained in:
		@@ -33,7 +33,7 @@ OpenGLState::OpenGLState() {
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    stencil.action_depth_pass = GL_KEEP;
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    stencil.action_stencil_fail = GL_KEEP;
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    blend.enabled = false;
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    blend.enabled = true;
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    blend.rgb_equation = GL_FUNC_ADD;
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    blend.a_equation = GL_FUNC_ADD;
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    blend.src_rgb_func = GL_ONE;
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@@ -68,6 +68,18 @@ OpenGLState::OpenGLState() {
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    draw.vertex_buffer = 0;
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    draw.uniform_buffer = 0;
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    draw.shader_program = 0;
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    draw.program_pipeline = 0;
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    scissor.enabled = false;
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    scissor.x = 0;
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    scissor.y = 0;
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    scissor.width = 0;
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    scissor.height = 0;
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    viewport.x = 0;
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    viewport.y = 0;
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    viewport.width = 0;
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    viewport.height = 0;
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    clip_distance = {};
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}
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@@ -148,9 +160,6 @@ void OpenGLState::Apply() const {
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    if (blend.enabled != cur_state.blend.enabled) {
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        if (blend.enabled) {
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            glEnable(GL_BLEND);
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            cur_state.logic_op = GL_COPY;
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            glLogicOp(cur_state.logic_op);
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            glDisable(GL_COLOR_LOGIC_OP);
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        } else {
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            glDisable(GL_BLEND);
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@@ -196,7 +205,7 @@ void OpenGLState::Apply() const {
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    // Lighting LUTs
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    if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
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        glActiveTexture(TextureUnits::LightingLUT.Enum());
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        glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer);
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        glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer);
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    }
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    // Fog LUT
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@@ -263,6 +272,31 @@ void OpenGLState::Apply() const {
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        glUseProgram(draw.shader_program);
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    }
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    // Program pipeline
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    if (draw.program_pipeline != cur_state.draw.program_pipeline) {
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        glBindProgramPipeline(draw.program_pipeline);
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    }
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    // Scissor test
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    if (scissor.enabled != cur_state.scissor.enabled) {
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        if (scissor.enabled) {
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            glEnable(GL_SCISSOR_TEST);
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        } else {
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            glDisable(GL_SCISSOR_TEST);
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        }
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    }
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    if (scissor.x != cur_state.scissor.x || scissor.y != cur_state.scissor.y ||
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        scissor.width != cur_state.scissor.width || scissor.height != cur_state.scissor.height) {
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        glScissor(scissor.x, scissor.y, scissor.width, scissor.height);
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    }
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    if (viewport.x != cur_state.viewport.x || viewport.y != cur_state.viewport.y ||
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        viewport.width != cur_state.viewport.width ||
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        viewport.height != cur_state.viewport.height) {
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        glViewport(viewport.x, viewport.y, viewport.width, viewport.height);
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    }
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    // Clip distance
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    for (size_t i = 0; i < clip_distance.size(); ++i) {
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        if (clip_distance[i] != cur_state.clip_distance[i]) {
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@@ -277,62 +311,75 @@ void OpenGLState::Apply() const {
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    cur_state = *this;
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}
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void OpenGLState::ResetTexture(GLuint handle) {
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    for (auto& unit : cur_state.texture_units) {
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OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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    for (auto& unit : texture_units) {
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        if (unit.texture_2d == handle) {
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            unit.texture_2d = 0;
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        }
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    }
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    if (cur_state.lighting_lut.texture_buffer == handle)
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        cur_state.lighting_lut.texture_buffer = 0;
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    if (cur_state.fog_lut.texture_buffer == handle)
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        cur_state.fog_lut.texture_buffer = 0;
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    if (cur_state.proctex_noise_lut.texture_buffer == handle)
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        cur_state.proctex_noise_lut.texture_buffer = 0;
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    if (cur_state.proctex_color_map.texture_buffer == handle)
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        cur_state.proctex_color_map.texture_buffer = 0;
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    if (cur_state.proctex_alpha_map.texture_buffer == handle)
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        cur_state.proctex_alpha_map.texture_buffer = 0;
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    if (cur_state.proctex_lut.texture_buffer == handle)
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        cur_state.proctex_lut.texture_buffer = 0;
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    if (cur_state.proctex_diff_lut.texture_buffer == handle)
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        cur_state.proctex_diff_lut.texture_buffer = 0;
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    if (lighting_lut.texture_buffer == handle)
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        lighting_lut.texture_buffer = 0;
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    if (fog_lut.texture_buffer == handle)
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        fog_lut.texture_buffer = 0;
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    if (proctex_noise_lut.texture_buffer == handle)
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        proctex_noise_lut.texture_buffer = 0;
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    if (proctex_color_map.texture_buffer == handle)
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        proctex_color_map.texture_buffer = 0;
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    if (proctex_alpha_map.texture_buffer == handle)
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        proctex_alpha_map.texture_buffer = 0;
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    if (proctex_lut.texture_buffer == handle)
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        proctex_lut.texture_buffer = 0;
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    if (proctex_diff_lut.texture_buffer == handle)
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        proctex_diff_lut.texture_buffer = 0;
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    return *this;
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}
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void OpenGLState::ResetSampler(GLuint handle) {
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    for (auto& unit : cur_state.texture_units) {
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OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
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    for (auto& unit : texture_units) {
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        if (unit.sampler == handle) {
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            unit.sampler = 0;
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        }
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    }
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    return *this;
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}
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void OpenGLState::ResetProgram(GLuint handle) {
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    if (cur_state.draw.shader_program == handle) {
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        cur_state.draw.shader_program = 0;
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OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
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    if (draw.shader_program == handle) {
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        draw.shader_program = 0;
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    }
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    return *this;
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}
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void OpenGLState::ResetBuffer(GLuint handle) {
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    if (cur_state.draw.vertex_buffer == handle) {
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        cur_state.draw.vertex_buffer = 0;
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    }
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    if (cur_state.draw.uniform_buffer == handle) {
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        cur_state.draw.uniform_buffer = 0;
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OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
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    if (draw.program_pipeline == handle) {
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        draw.program_pipeline = 0;
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    }
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    return *this;
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}
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void OpenGLState::ResetVertexArray(GLuint handle) {
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    if (cur_state.draw.vertex_array == handle) {
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        cur_state.draw.vertex_array = 0;
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OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
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    if (draw.vertex_buffer == handle) {
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        draw.vertex_buffer = 0;
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    }
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    if (draw.uniform_buffer == handle) {
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        draw.uniform_buffer = 0;
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    }
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    return *this;
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}
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void OpenGLState::ResetFramebuffer(GLuint handle) {
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    if (cur_state.draw.read_framebuffer == handle) {
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        cur_state.draw.read_framebuffer = 0;
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    }
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    if (cur_state.draw.draw_framebuffer == handle) {
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        cur_state.draw.draw_framebuffer = 0;
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OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) {
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    if (draw.vertex_array == handle) {
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        draw.vertex_array = 0;
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    }
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    return *this;
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}
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OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) {
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    if (draw.read_framebuffer == handle) {
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        draw.read_framebuffer = 0;
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    }
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    if (draw.draw_framebuffer == handle) {
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        draw.draw_framebuffer = 0;
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    }
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    return *this;
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}
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@@ -122,27 +122,44 @@ public:
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        GLuint vertex_buffer;    // GL_ARRAY_BUFFER_BINDING
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        GLuint uniform_buffer;   // GL_UNIFORM_BUFFER_BINDING
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        GLuint shader_program;   // GL_CURRENT_PROGRAM
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        GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
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    } draw;
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    struct {
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        bool enabled; // GL_SCISSOR_TEST
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        GLint x;
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        GLint y;
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        GLsizei width;
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        GLsizei height;
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    } scissor;
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    struct {
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        GLint x;
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        GLint y;
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        GLsizei width;
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        GLsizei height;
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    } viewport;
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    std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
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    OpenGLState();
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    /// Get the currently active OpenGL state
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    static const OpenGLState& GetCurState() {
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    static OpenGLState GetCurState() {
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        return cur_state;
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    }
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    /// Apply this state as the current OpenGL state
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    void Apply() const;
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    /// Resets and unbinds any references to the given resource in the current OpenGL state
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    static void ResetTexture(GLuint handle);
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    static void ResetSampler(GLuint handle);
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    static void ResetProgram(GLuint handle);
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    static void ResetBuffer(GLuint handle);
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    static void ResetVertexArray(GLuint handle);
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    static void ResetFramebuffer(GLuint handle);
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    /// Resets any references to the given resource
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    OpenGLState& ResetTexture(GLuint handle);
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    OpenGLState& ResetSampler(GLuint handle);
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    OpenGLState& ResetProgram(GLuint handle);
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    OpenGLState& ResetPipeline(GLuint handle);
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    OpenGLState& ResetBuffer(GLuint handle);
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    OpenGLState& ResetVertexArray(GLuint handle);
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    OpenGLState& ResetFramebuffer(GLuint handle);
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private:
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    static OpenGLState cur_state;
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