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Update glsm
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@ -2018,22 +2018,50 @@ static void glsm_state_unbind(void)
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glDisable(gl_state.cap_translate[i]);
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}
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gl_state.blendfunc.used = false;
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gl_state.colormask.used = false;
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gl_state.blendfunc_separate.used = false;
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gl_state.cullface.used = false;
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gl_state.depthmask.used = false;
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gl_state.polygonoffset.used = false;
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gl_state.scissor.used = false;
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gl_state.depthrange.used = false;
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gl_state.stencilmask.used = false;
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gl_state.frontface.used = false;
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gl_state.depthfunc.used = false;
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gl_state.stencilop.used = false;
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gl_state.stencilfunc.used = false;
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glBlendFunc(GL_ONE, GL_ZERO);
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if (gl_state.colormask.used)
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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if (gl_state.blendfunc_separate.used)
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glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
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if (gl_state.cullface.used)
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glCullFace(GL_BACK);
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if (gl_state.depthmask.used)
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glDepthMask(GL_TRUE);
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if (gl_state.polygonoffset.used)
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glPolygonOffset(0, 0);
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glUseProgram(0);
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glClearColor(0,0,0,0.0f);
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if (gl_state.depthrange.used)
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rglDepthRange(0, 1);
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glStencilMask(1);
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glFrontFace(GL_CCW);
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if (gl_state.depthfunc.used)
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glDepthFunc(GL_LESS);
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if (gl_state.stencilop.used)
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glStencilOp(GL_KEEP,GL_KEEP, GL_KEEP);
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if (gl_state.stencilfunc.used)
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glStencilFunc(GL_ALWAYS,0,1);
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/* Clear textures */
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for (i = 0; i < glsm_max_textures; i ++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glActiveTexture(GL_TEXTURE0);
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for (i = 0; i < MAX_ATTRIB; i ++)
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glDisableVertexAttribArray(i);
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glBindFramebuffer(RARCH_GL_FRAMEBUFFER, 0);
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}
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