Route VR texture state through GL dispatch
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@@ -11,12 +11,30 @@ namespace {
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void set_active_texture_unit(std::uint32_t unit_index)
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{
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glActiveTexture(pp::renderer::gl::active_texture_unit(unit_index));
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const auto status = pp::renderer::gl::activate_opengl_texture_unit(
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unit_index,
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pp::renderer::gl::OpenGlActiveTextureDispatch {
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.active_texture = [](std::uint32_t texture_unit) noexcept
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{
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glActiveTexture(static_cast<GLenum>(texture_unit));
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},
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});
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if (!status.ok())
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LOG("OpenGL VR active texture dispatch failed: %s", status.message);
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}
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void unbind_texture_2d()
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{
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glBindTexture(pp::renderer::gl::texture_2d_target(), 0);
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const auto status = pp::renderer::gl::bind_opengl_texture_2d(
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0U,
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pp::renderer::gl::OpenGlTexture2DBindDispatch {
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.bind_texture = [](std::uint32_t target, std::uint32_t texture) noexcept
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{
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glBindTexture(static_cast<GLenum>(target), static_cast<GLuint>(texture));
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},
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});
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if (!status.ok())
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LOG("OpenGL VR texture unbind dispatch failed: %s", status.message);
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}
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void enable_opengl_state(std::uint32_t state) noexcept
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