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gl_rasterizer: Don't flip the texture bindings.
The state object isn't used anywhere else, so there is no need to revert the state. And the comment is just wrong: It doesn't matter which textures are bound on framebuffer binding, it only matters at draw time. And we reset all bindings before the draw call. So let's use gl_state as it is designed to avoid flipping states.
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@ -676,6 +676,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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state.texture_units[texture_index].texture_2d = 0;
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state.texture_units[texture_index].texture_2d = 0;
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continue; // Texture unit 0 setup finished. Continue to next unit
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continue; // Texture unit 0 setup finished. Continue to next unit
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}
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}
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state.texture_cube_unit.texture_cube = 0;
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}
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}
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texture_samplers[texture_index].SyncWithConfig(texture.config);
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texture_samplers[texture_index].SyncWithConfig(texture.config);
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@ -785,13 +786,6 @@ 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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// Unbind textures for potential future use as framebuffer attachments
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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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