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	gl_rasterizer: reset texture state context after every draw
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					@ -786,6 +786,13 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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    vertex_batch.clear();
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					    vertex_batch.clear();
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					    // Reset textures in rasterizer state context because the rasterizer cache might delete them
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					    for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
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					        state.texture_units[texture_index].texture_2d = 0;
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					    }
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					    state.texture_cube_unit.texture_cube = 0;
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					    state.Apply();
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    // Mark framebuffer surfaces as dirty
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					    // Mark framebuffer surfaces as dirty
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    MathUtil::Rectangle<u32> draw_rect_unscaled{
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					    MathUtil::Rectangle<u32> draw_rect_unscaled{
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        draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale,
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					        draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale,
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