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https://github.com/yuzu-emu/yuzu-android.git
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gl_state: Sync latest version with Citra.
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a90ab1dec7
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@ -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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