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OGL: Ensure a VAO is bound for all attributeless.
Unfortunately, some of these cases are not well tested, because I don't know how to reproduce them.
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@ -373,6 +373,8 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
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{
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g_renderer->ResetAPIState();
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OpenGL_BindAttributelessVAO();
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GLuint src_texture = 0;
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// We aren't allowed to render and sample the same texture in one draw call,
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