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gl_state: Skip null texture binds
glBindTextureUnit doesn't support null textures. Skip binding these.
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@ -420,7 +420,11 @@ void OpenGLState::ApplyTextures() {
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const std::size_t size = std::size(textures);
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const std::size_t size = std::size(textures);
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for (std::size_t i = 0; i < size; ++i) {
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for (std::size_t i = 0; i < size; ++i) {
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if (UpdateValue(cur_state.textures[i], textures[i])) {
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if (UpdateValue(cur_state.textures[i], textures[i])) {
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glBindTextureUnit(static_cast<GLuint>(i), textures[i]);
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// BindTextureUnit doesn't support binding null textures, skip those binds.
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// TODO(Rodrigo): Stop using null textures
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if (textures[i] != 0) {
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glBindTextureUnit(static_cast<GLuint>(i), textures[i]);
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}
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}
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}
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}
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}
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}
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}
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