gl_state: Drop uniform buffer state tracking
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				@ -84,7 +84,6 @@ OpenGLState::OpenGLState() {
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    draw.draw_framebuffer = 0;
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    draw.vertex_array = 0;
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    draw.vertex_buffer = 0;
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    draw.uniform_buffer = 0;
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    draw.shader_program = 0;
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    draw.program_pipeline = 0;
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@ -544,10 +543,6 @@ void OpenGLState::ApplyDepthClamp() const {
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void OpenGLState::Apply() const {
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    ApplyFramebufferState();
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    ApplyVertexBufferState();
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    // Uniform buffer
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    if (draw.uniform_buffer != cur_state.draw.uniform_buffer) {
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        glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer);
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    }
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    // Shader program
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    if (draw.shader_program != cur_state.draw.shader_program) {
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@ -642,9 +637,6 @@ OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
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    if (draw.vertex_buffer == handle) {
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        draw.vertex_buffer = 0;
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    }
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    if (draw.uniform_buffer == handle) {
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        draw.uniform_buffer = 0;
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    }
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    return *this;
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}
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@ -155,7 +155,6 @@ public:
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        GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
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        GLuint vertex_array;     // GL_VERTEX_ARRAY_BINDING
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        GLuint vertex_buffer;    // GL_ARRAY_BUFFER_BINDING
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        GLuint uniform_buffer;   // GL_UNIFORM_BUFFER_BINDING
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        GLuint shader_program;   // GL_CURRENT_PROGRAM
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        GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
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    } draw;
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@ -248,7 +248,6 @@ void RendererOpenGL::InitOpenGLObjects() {
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    state.draw.vertex_array = vertex_array.handle;
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    state.draw.vertex_buffer = vertex_buffer.handle;
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    state.draw.uniform_buffer = 0;
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    state.Apply();
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    // Attach vertex data to VAO
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