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	maxwell_to_gl: Use GL_CLAMP to emulate Clamp wrap mode
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				@ -175,11 +175,8 @@ inline GLenum WrapMode(Tegra::Texture::WrapMode wrap_mode) {
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        return GL_CLAMP_TO_EDGE;
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    case Tegra::Texture::WrapMode::Border:
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        return GL_CLAMP_TO_BORDER;
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    case Tegra::Texture::WrapMode::ClampOGL:
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        // TODO(Subv): GL_CLAMP was removed as of OpenGL 3.1, to implement GL_CLAMP, we can use
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        // GL_CLAMP_TO_BORDER to get the border color of the texture, and then sample the edge to
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        // manually mix them. However the shader part of this is not yet implemented.
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        return GL_CLAMP_TO_BORDER;
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    case Tegra::Texture::WrapMode::Clamp:
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        return GL_CLAMP;
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    case Tegra::Texture::WrapMode::MirrorOnceClampToEdge:
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        return GL_MIRROR_CLAMP_TO_EDGE;
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    case Tegra::Texture::WrapMode::MirrorOnceBorder:
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@ -52,7 +52,7 @@ vk::SamplerAddressMode WrapMode(Tegra::Texture::WrapMode wrap_mode) {
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        return vk::SamplerAddressMode::eClampToEdge;
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    case Tegra::Texture::WrapMode::Border:
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        return vk::SamplerAddressMode::eClampToBorder;
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    case Tegra::Texture::WrapMode::ClampOGL:
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    case Tegra::Texture::WrapMode::Clamp:
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        // TODO(Rodrigo): GL_CLAMP was removed as of OpenGL 3.1, to implement GL_CLAMP, we can use
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        // eClampToBorder to get the border color of the texture, and then sample the edge to
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        // manually mix them. However the shader part of this is not yet implemented.
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@ -251,7 +251,7 @@ enum class WrapMode : u32 {
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    Mirror = 1,
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    ClampToEdge = 2,
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    Border = 3,
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    ClampOGL = 4,
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    Clamp = 4,
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    MirrorOnceClampToEdge = 5,
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    MirrorOnceBorder = 6,
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    MirrorOnceClampOGL = 7,
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