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gl_state: Fix samplers memory corruption
It was possible for "samplers" to be read without being written. This addresses that.
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83b830eb2f
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@ -471,8 +471,9 @@ void OpenGLState::ApplyTextures() const {
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const auto& texture_unit = texture_units[i];
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const auto& texture_unit = texture_units[i];
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auto& cur_state_texture_unit = cur_state.texture_units[i];
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auto& cur_state_texture_unit = cur_state.texture_units[i];
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textures[i] = texture_unit.texture;
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textures[i] = texture_unit.texture;
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if (cur_state_texture_unit.texture == textures[i])
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if (cur_state_texture_unit.texture == textures[i]) {
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continue;
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continue;
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}
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cur_state_texture_unit.texture = textures[i];
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cur_state_texture_unit.texture = textures[i];
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if (!has_delta) {
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if (!has_delta) {
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first = i;
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first = i;
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@ -493,10 +494,11 @@ void OpenGLState::ApplySamplers() const {
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std::array<GLuint, Maxwell::NumTextureSamplers> samplers;
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std::array<GLuint, Maxwell::NumTextureSamplers> samplers;
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for (std::size_t i = 0; i < std::size(samplers); ++i) {
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for (std::size_t i = 0; i < std::size(samplers); ++i) {
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if (cur_state.texture_units[i].sampler == texture_units[i].sampler)
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continue;
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cur_state.texture_units[i].sampler = texture_units[i].sampler;
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samplers[i] = texture_units[i].sampler;
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samplers[i] = texture_units[i].sampler;
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if (cur_state.texture_units[i].sampler == texture_units[i].sampler) {
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continue;
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}
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cur_state.texture_units[i].sampler = texture_units[i].sampler;
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if (!has_delta) {
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if (!has_delta) {
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first = i;
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first = i;
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has_delta = true;
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has_delta = true;
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