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https://github.com/libretro/RetroArch
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Update glsm
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c1fbccfc06
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@ -803,27 +803,39 @@ static void glsm_state_unbind(void)
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#endif
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#endif
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for (i = 0; i < SGL_CAP_MAX; i ++)
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for (i = 0; i < SGL_CAP_MAX; i ++)
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glDisable(gl_state.cap_translate[i]);
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glDisable(gl_state.cap_translate[i]);
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glDisable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_ONE, GL_ZERO);
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glBlendFunc(GL_ONE, GL_ZERO);
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if (gl_state.colormask.used)
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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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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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if (gl_state.blendfunc_separate.used)
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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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glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
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glCullFace(GL_BACK);
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glDepthMask(GL_TRUE);
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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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if (gl_state.polygonoffset.used)
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glPolygonOffset(0, 0);
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glPolygonOffset(0, 0);
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glUseProgram(0);
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glUseProgram(0);
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glClearColor(0,0,0,0.0f);
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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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glStencilMask(1);
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glFrontFace(GL_CCW);
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glFrontFace(GL_CCW);
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if (gl_state.depthfunc.used)
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if (gl_state.depthfunc.used)
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glDepthFunc(GL_LESS);
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glDepthFunc(GL_LESS);
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glStencilOp(GL_KEEP,GL_KEEP, GL_KEEP);
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glStencilFunc(GL_ALWAYS,0,1);
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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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/* Clear textures */
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for (i = 0; i < MAX_TEXTURE; i ++)
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for (i = 0; i < MAX_TEXTURE; i ++)
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