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gl_state: Use DSA and multi bind to update texture bindings
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@ -462,24 +462,38 @@ void OpenGLState::ApplyPolygonOffset() const {
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}
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void OpenGLState::ApplyTextures() const {
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bool has_delta{};
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std::size_t first{}, last{};
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures;
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for (std::size_t i = 0; i < std::size(texture_units); ++i) {
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const auto& texture_unit = texture_units[i];
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const auto& cur_state_texture_unit = cur_state.texture_units[i];
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textures[i] = texture_unit.texture;
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if (texture_unit.texture != cur_state_texture_unit.texture) {
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glActiveTexture(TextureUnits::MaxwellTexture(static_cast<int>(i)).Enum());
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glBindTexture(texture_unit.target, texture_unit.texture);
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if (textures[i] != cur_state_texture_unit.texture) {
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if (!has_delta) {
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first = i;
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has_delta = true;
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}
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last = i;
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}
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// Update the texture swizzle
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if (texture_unit.swizzle.r != cur_state_texture_unit.swizzle.r ||
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if (textures[i] != 0 && (texture_unit.swizzle.r != cur_state_texture_unit.swizzle.r ||
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texture_unit.swizzle.g != cur_state_texture_unit.swizzle.g ||
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texture_unit.swizzle.b != cur_state_texture_unit.swizzle.b ||
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texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a) {
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texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a)) {
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std::array<GLint, 4> mask = {texture_unit.swizzle.r, texture_unit.swizzle.g,
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texture_unit.swizzle.b, texture_unit.swizzle.a};
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glTexParameteriv(texture_unit.target, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
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glTextureParameteriv(texture_unit.texture, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
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}
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}
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if (has_delta) {
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glBindTextures(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
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textures.data());
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}
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}
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void OpenGLState::ApplySamplers() const {
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