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VideoBackends:OGL: Creating vertex formats shouldn't unbind anything
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@ -69,6 +69,7 @@ class ProgramShaderCache
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{
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public:
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static void BindVertexFormat(const GLVertexFormat* vertex_format);
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static void ReBindVertexFormat();
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static bool IsValidVertexFormatBound();
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static void InvalidateVertexFormat();
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static void InvalidateVertexFormatIfBound(GLuint vao);
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