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VideoBackends:OGL: Creating vertex formats shouldn't unbind anything
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@ -496,6 +496,12 @@ void ProgramShaderCache::BindVertexFormat(const GLVertexFormat* vertex_format)
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s_last_VAO = new_VAO;
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}
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void ProgramShaderCache::ReBindVertexFormat()
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{
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if (s_last_VAO)
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glBindVertexArray(s_last_VAO);
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}
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bool ProgramShaderCache::IsValidVertexFormatBound()
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{
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return s_last_VAO != 0 && s_last_VAO != s_attributeless_VAO;
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