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https://github.com/citra-emu/citra.git
synced 2024-11-25 05:10:15 +00:00
Fixup: all-state resets
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6c42c2cd72
commit
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@ -2,15 +2,18 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <set>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/common_funcs.h"
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#include "common/logging/log.h"
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#include "video_core/renderer_opengl/gl_state.h"
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static OpenGLState default_state;
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OpenGLState* OpenGLState::cur_state = &default_state;
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std::set<OpenGLState*> states;
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OpenGLState default_state;
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OpenGLState* cur_state = &default_state;
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OpenGLState::OpenGLState() {
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// These all match default OpenGL values
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@ -62,6 +65,12 @@ 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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states.insert(this);
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}
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OpenGLState::~OpenGLState() {
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states.erase(this);
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}
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OpenGLState* OpenGLState::GetCurrentState() {
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@ -94,12 +103,16 @@ void OpenGLState::MakeCurrent() {
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SetLogicOp(logic_op);
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GLenum prev_active_texture_unit = active_texture_unit;
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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SetActiveTextureUnit(GL_TEXTURE0 + i);
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glActiveTexture(GL_TEXTURE0 + i);
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active_texture_unit = GL_TEXTURE0 + i;
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SetTexture1D(texture_units[i].texture_1d);
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SetTexture2D(texture_units[i].texture_2d);
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SetSampler(texture_units[i].sampler);
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}
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active_texture_unit = prev_active_texture_unit;
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glActiveTexture(cur_state->active_texture_unit);
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SetActiveTextureUnit(active_texture_unit);
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@ -347,61 +360,111 @@ void OpenGLState::SetShaderProgram(GLuint n_shader_program) {
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}
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void OpenGLState::ResetTexture(GLuint handle) {
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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if (cur_state->texture_units[i].texture_1d == handle) {
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GLenum prev_active_texture_unit = cur_state->active_texture_unit;
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cur_state->SetActiveTextureUnit(GL_TEXTURE0 + i);
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cur_state->SetTexture1D(0);
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cur_state->SetActiveTextureUnit(prev_active_texture_unit);
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}
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for (OpenGLState* state : states) {
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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if (state->texture_units[i].texture_1d == handle) {
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if (state == cur_state) {
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GLenum prev_active_texture_unit = state->active_texture_unit;
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state->SetActiveTextureUnit(GL_TEXTURE0 + i);
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state->SetTexture1D(0);
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state->SetActiveTextureUnit(prev_active_texture_unit);
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} else {
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state->texture_units[i].texture_1d = 0;
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}
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}
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if (cur_state->texture_units[i].texture_2d == handle) {
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GLenum prev_active_texture_unit = cur_state->active_texture_unit;
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cur_state->SetActiveTextureUnit(GL_TEXTURE0 + i);
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cur_state->SetTexture2D(0);
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cur_state->SetActiveTextureUnit(prev_active_texture_unit);
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if (state->texture_units[i].texture_2d == handle) {
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if (state == cur_state) {
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GLenum prev_active_texture_unit = state->active_texture_unit;
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state->SetActiveTextureUnit(GL_TEXTURE0 + i);
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state->SetTexture2D(0);
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state->SetActiveTextureUnit(prev_active_texture_unit);
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} else {
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state->texture_units[i].texture_2d = 0;
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}
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}
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}
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}
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}
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void OpenGLState::ResetSampler(GLuint handle) {
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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if (cur_state->texture_units[i].sampler == handle) {
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GLenum prev_active_texture_unit = cur_state->active_texture_unit;
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cur_state->SetActiveTextureUnit(GL_TEXTURE0 + i);
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cur_state->SetSampler(0);
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cur_state->SetActiveTextureUnit(prev_active_texture_unit);
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for (OpenGLState* state : states) {
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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if (state->texture_units[i].sampler == handle) {
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if (state == cur_state) {
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GLenum prev_active_texture_unit = state->active_texture_unit;
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state->SetActiveTextureUnit(GL_TEXTURE0 + i);
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state->SetSampler(0);
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state->SetActiveTextureUnit(prev_active_texture_unit);
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} else {
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state->texture_units[i].sampler = 0;
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}
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}
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}
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}
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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->SetShaderProgram(0);
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for (OpenGLState* state : states) {
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if (state->draw.shader_program == handle) {
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if (state == cur_state) {
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state->SetShaderProgram(0);
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} else {
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state->draw.shader_program = 0;
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}
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}
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}
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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->SetVertexBuffer(0);
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}
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if (cur_state->draw.uniform_buffer == handle) {
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cur_state->SetUniformBuffer(0);
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for (OpenGLState* state : states) {
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if (state->draw.vertex_buffer == handle) {
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if (state == cur_state) {
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state->SetVertexBuffer(0);
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} else {
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state->draw.vertex_buffer = 0;
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}
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}
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if (state->draw.uniform_buffer == handle) {
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if (state == cur_state) {
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state->SetUniformBuffer(0);
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} else {
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state->draw.uniform_buffer = 0;
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}
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}
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}
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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->SetVertexArray(0);
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for (OpenGLState* state : states) {
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if (state->draw.vertex_array == handle) {
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if (state == cur_state) {
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state->SetVertexArray(0);
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} else {
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state->draw.vertex_array = 0;
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}
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}
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}
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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->SetReadFramebuffer(0);
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}
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if (cur_state->draw.draw_framebuffer == handle) {
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cur_state->SetDrawFramebuffer(0);
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for (OpenGLState* state : states) {
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if (state->draw.read_framebuffer == handle) {
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if (state == cur_state) {
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state->SetReadFramebuffer(0);
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} else {
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state->draw.read_framebuffer = 0;
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}
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}
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if (state->draw.draw_framebuffer == handle) {
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if (state == cur_state) {
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state->SetDrawFramebuffer(0);
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} else {
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state->draw.draw_framebuffer = 0;
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}
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}
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}
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}
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@ -9,6 +9,7 @@
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class OpenGLState {
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public:
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OpenGLState();
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~OpenGLState();
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/// Get a pointer to the currently bound state tracker object
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static OpenGLState* GetCurrentState();
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@ -51,7 +52,7 @@ public:
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void SetUniformBuffer(GLuint n_uniform_buffer);
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void SetShaderProgram(GLuint n_shader_program);
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/// Resets and unbinds any references to the given resource in the current OpenGL state
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/// Resets and unbinds any references to the given resource across all existing states
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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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@ -127,6 +128,4 @@ private:
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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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} draw;
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static OpenGLState* cur_state;
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};
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