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	gl_state: Fix state management for texture swizzle.
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				@ -437,7 +437,7 @@ void RasterizerOpenGL::DrawArrays() {
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    // Unbind textures for potential future use as framebuffer attachments
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    for (auto& texture_unit : state.texture_units) {
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        texture_unit.texture_2d = 0;
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        texture_unit.Unbind();
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    }
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    state.Apply();
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@ -645,7 +645,7 @@ void CachedSurface::DownloadGLTexture(const MathUtil::Rectangle<u32>& rect, GLui
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        glActiveTexture(GL_TEXTURE0);
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        glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]);
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    } else {
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        state.ResetTexture(texture.handle);
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        state.UnbindTexture(texture.handle);
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        state.draw.read_framebuffer = read_fb_handle;
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        state.Apply();
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@ -38,7 +38,7 @@ public:
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        if (handle == 0)
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            return;
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        glDeleteTextures(1, &handle);
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        OpenGLState::GetCurState().ResetTexture(handle).Apply();
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        OpenGLState::GetCurState().UnbindTexture(handle).Apply();
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        handle = 0;
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    }
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@ -48,12 +48,7 @@ OpenGLState::OpenGLState() {
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    logic_op = GL_COPY;
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    for (auto& texture_unit : texture_units) {
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        texture_unit.texture_2d = 0;
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        texture_unit.sampler = 0;
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        texture_unit.swizzle.r = GL_RED;
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        texture_unit.swizzle.g = GL_GREEN;
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        texture_unit.swizzle.b = GL_BLUE;
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        texture_unit.swizzle.a = GL_ALPHA;
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        texture_unit.Reset();
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    }
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    lighting_lut.texture_buffer = 0;
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@ -338,10 +333,10 @@ void OpenGLState::Apply() const {
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    cur_state = *this;
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}
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OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
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    for (auto& unit : texture_units) {
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        if (unit.texture_2d == handle) {
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            unit.texture_2d = 0;
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            unit.Unbind();
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        }
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    }
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    if (lighting_lut.texture_buffer == handle)
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@ -91,6 +91,19 @@ public:
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            GLint b; // GL_TEXTURE_SWIZZLE_B
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            GLint a; // GL_TEXTURE_SWIZZLE_A
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        } swizzle;
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        void Unbind() {
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            texture_2d = 0;
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            swizzle.r = GL_RED;
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            swizzle.g = GL_GREEN;
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            swizzle.b = GL_BLUE;
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            swizzle.a = GL_ALPHA;
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        }
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        void Reset() {
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            Unbind();
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            sampler = 0;
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        }
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    } texture_units[32];
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    struct {
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@ -165,7 +178,7 @@ public:
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    void Apply() const;
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    /// Resets any references to the given resource
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    OpenGLState& ResetTexture(GLuint handle);
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    OpenGLState& UnbindTexture(GLuint handle);
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    OpenGLState& ResetSampler(GLuint handle);
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    OpenGLState& ResetProgram(GLuint handle);
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    OpenGLState& ResetPipeline(GLuint handle);
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