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				https://git.zaroz.cloud/nintendo-back-up/yuzu/yuzu-mainline.git
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	gl_rasterizer: manage texture ids in one place
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				@ -102,7 +102,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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    glBufferData(GL_TEXTURE_BUFFER,
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                 sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
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                 GL_DYNAMIC_DRAW);
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    glActiveTexture(GL_TEXTURE15);
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    glActiveTexture(TextureUnits::LightingLUT.Enum());
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    glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
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    // Setup the LUT for the fog
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@ -112,7 +112,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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    }
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    state.Apply();
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    glActiveTexture(GL_TEXTURE9);
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    glActiveTexture(TextureUnits::FogLUT.Enum());
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    glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -121,7 +121,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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    proctex_noise_lut.Create();
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    state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle;
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    state.Apply();
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    glActiveTexture(GL_TEXTURE10);
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    glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
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    glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -130,7 +130,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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    proctex_color_map.Create();
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    state.proctex_color_map.texture_1d = proctex_color_map.handle;
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    state.Apply();
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    glActiveTexture(GL_TEXTURE11);
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    glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
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    glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -139,7 +139,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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    proctex_alpha_map.Create();
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    state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle;
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    state.Apply();
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    glActiveTexture(GL_TEXTURE12);
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    glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
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    glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -148,7 +148,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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    proctex_lut.Create();
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    state.proctex_lut.texture_1d = proctex_lut.handle;
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    state.Apply();
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    glActiveTexture(GL_TEXTURE13);
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    glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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    glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -157,7 +157,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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    proctex_diff_lut.Create();
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    state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle;
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    state.Apply();
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    glActiveTexture(GL_TEXTURE14);
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    glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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    glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -1185,55 +1185,55 @@ void RasterizerOpenGL::SetShader() {
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        // Set the texture samplers to correspond to different texture units
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        GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
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        if (uniform_tex != -1) {
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            glUniform1i(uniform_tex, 0);
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            glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
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        }
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        uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
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        if (uniform_tex != -1) {
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            glUniform1i(uniform_tex, 1);
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            glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id);
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        }
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        uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
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        if (uniform_tex != -1) {
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            glUniform1i(uniform_tex, 2);
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            glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id);
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        }
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        // Set the texture samplers to correspond to different lookup table texture units
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        GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
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        if (uniform_lut != -1) {
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            glUniform1i(uniform_lut, 15);
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            glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
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        }
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        GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
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        if (uniform_fog_lut != -1) {
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            glUniform1i(uniform_fog_lut, 9);
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            glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
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        }
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        GLuint uniform_proctex_noise_lut =
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            glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
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        if (uniform_proctex_noise_lut != -1) {
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            glUniform1i(uniform_proctex_noise_lut, 10);
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            glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
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        }
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        GLuint uniform_proctex_color_map =
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            glGetUniformLocation(shader->shader.handle, "proctex_color_map");
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        if (uniform_proctex_color_map != -1) {
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            glUniform1i(uniform_proctex_color_map, 11);
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            glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
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        }
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        GLuint uniform_proctex_alpha_map =
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            glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
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        if (uniform_proctex_alpha_map != -1) {
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            glUniform1i(uniform_proctex_alpha_map, 12);
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            glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
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        }
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        GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
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        if (uniform_proctex_lut != -1) {
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            glUniform1i(uniform_proctex_lut, 13);
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            glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
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        }
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        GLuint uniform_proctex_diff_lut =
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            glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
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        if (uniform_proctex_diff_lut != -1) {
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            glUniform1i(uniform_proctex_diff_lut, 14);
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            glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);
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        }
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        current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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@ -1363,7 +1363,7 @@ void RasterizerOpenGL::SyncFogLUT() {
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    if (new_data != fog_lut_data) {
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        fog_lut_data = new_data;
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        glActiveTexture(GL_TEXTURE9);
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        glActiveTexture(TextureUnits::FogLUT.Enum());
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        glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT,
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                        fog_lut_data.data());
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    }
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@ -1402,17 +1402,18 @@ static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntr
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}
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void RasterizerOpenGL::SyncProcTexNoiseLUT() {
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    SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, GL_TEXTURE10);
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    SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
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                        TextureUnits::ProcTexNoiseLUT.Enum());
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}
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void RasterizerOpenGL::SyncProcTexColorMap() {
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    SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
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                        GL_TEXTURE11);
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                        TextureUnits::ProcTexColorMap.Enum());
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}
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void RasterizerOpenGL::SyncProcTexAlphaMap() {
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    SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
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                        GL_TEXTURE12);
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                        TextureUnits::ProcTexAlphaMap.Enum());
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}
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void RasterizerOpenGL::SyncProcTexLUT() {
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@ -1427,7 +1428,7 @@ void RasterizerOpenGL::SyncProcTexLUT() {
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    if (new_data != proctex_lut_data) {
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        proctex_lut_data = new_data;
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        glActiveTexture(GL_TEXTURE13);
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        glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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        glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data());
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    }
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}
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@ -1444,7 +1445,7 @@ void RasterizerOpenGL::SyncProcTexDiffLUT() {
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    if (new_data != proctex_diff_lut_data) {
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        proctex_diff_lut_data = new_data;
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        glActiveTexture(GL_TEXTURE14);
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        glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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        glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data());
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    }
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}
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@ -183,7 +183,7 @@ void OpenGLState::Apply() const {
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    // Textures
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    for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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        if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
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            glActiveTexture(GL_TEXTURE0 + i);
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            glActiveTexture(TextureUnits::PicaTexture(i).Enum());
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            glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
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        }
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        if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
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@ -193,43 +193,43 @@ void OpenGLState::Apply() const {
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    // Lighting LUTs
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    if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
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        glActiveTexture(GL_TEXTURE15);
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        glActiveTexture(TextureUnits::LightingLUT.Enum());
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        glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer);
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    }
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    // Fog LUT
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    if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) {
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        glActiveTexture(GL_TEXTURE9);
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        glActiveTexture(TextureUnits::FogLUT.Enum());
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        glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d);
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    }
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    // ProcTex Noise LUT
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    if (proctex_noise_lut.texture_1d != cur_state.proctex_noise_lut.texture_1d) {
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        glActiveTexture(GL_TEXTURE10);
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        glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
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        glBindTexture(GL_TEXTURE_1D, proctex_noise_lut.texture_1d);
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    }
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    // ProcTex Color Map
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    if (proctex_color_map.texture_1d != cur_state.proctex_color_map.texture_1d) {
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        glActiveTexture(GL_TEXTURE11);
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        glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
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        glBindTexture(GL_TEXTURE_1D, proctex_color_map.texture_1d);
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    }
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    // ProcTex Alpha Map
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    if (proctex_alpha_map.texture_1d != cur_state.proctex_alpha_map.texture_1d) {
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        glActiveTexture(GL_TEXTURE12);
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        glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
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        glBindTexture(GL_TEXTURE_1D, proctex_alpha_map.texture_1d);
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    }
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    // ProcTex LUT
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    if (proctex_lut.texture_1d != cur_state.proctex_lut.texture_1d) {
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        glActiveTexture(GL_TEXTURE13);
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        glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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        glBindTexture(GL_TEXTURE_1D, proctex_lut.texture_1d);
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    }
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    // ProcTex Diff LUT
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    if (proctex_diff_lut.texture_1d != cur_state.proctex_diff_lut.texture_1d) {
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        glActiveTexture(GL_TEXTURE14);
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        glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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        glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d);
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    }
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@ -6,6 +6,29 @@
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#include <glad/glad.h>
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namespace TextureUnits {
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struct TextureUnit {
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    GLint id;
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    constexpr GLenum Enum() const {
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        return static_cast<GLenum>(GL_TEXTURE0 + id);
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    }
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};
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constexpr TextureUnit PicaTexture(int unit) {
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    return TextureUnit{unit};
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}
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constexpr TextureUnit LightingLUT{3};
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constexpr TextureUnit FogLUT{4};
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constexpr TextureUnit ProcTexNoiseLUT{5};
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constexpr TextureUnit ProcTexColorMap{6};
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constexpr TextureUnit ProcTexAlphaMap{7};
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constexpr TextureUnit ProcTexLUT{8};
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constexpr TextureUnit ProcTexDiffLUT{9};
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} // namespace TextureUnits
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class OpenGLState {
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public:
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    struct {
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