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https://github.com/libretro/RetroArch
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(Zahnrad) We don't need the VAO
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c18da3039f
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@ -106,9 +106,7 @@ void zr_common_device_init(struct zr_device *dev)
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glGenBuffers(1, &dev->vbo);
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glGenBuffers(1, &dev->ebo);
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glGenVertexArrays(1, &dev->vao);
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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@ -250,7 +248,7 @@ void zr_common_device_draw(struct zr_device *dev,
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const zr_draw_index *offset = NULL;
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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GLint last_prog, last_tex;
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GLint last_ebo, last_vbo, last_vao;
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GLint last_ebo, last_vbo;
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GLfloat ortho[4][4] = {
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{2.0f, 0.0f, 0.0f, 0.0f},
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{0.0f,-2.0f, 0.0f, 0.0f},
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@ -263,7 +261,6 @@ void zr_common_device_draw(struct zr_device *dev,
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/* save previous opengl state */
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glGetIntegerv(GL_CURRENT_PROGRAM, &last_prog);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_tex);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_vao);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_ebo);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vbo);
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#endif
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@ -280,7 +277,6 @@ void zr_common_device_draw(struct zr_device *dev,
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/* convert from command queue into draw list and draw to screen */
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/* allocate vertex and element buffer */
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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@ -337,7 +333,6 @@ void zr_common_device_draw(struct zr_device *dev,
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_tex);
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glBindBuffer(GL_ARRAY_BUFFER, (GLuint)last_vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)last_ebo);
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glBindVertexArray((GLuint)last_vao);
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#endif
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menu_display_ctl(MENU_DISPLAY_CTL_BLEND_END, NULL);
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