OpenGLDevice: Work around lack of base_vertex in GLES3.1
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@@ -97,7 +97,7 @@ public:
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~OpenGLPipeline() override;
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ALWAYS_INLINE GLuint GetProgram() const { return m_program; }
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ALWAYS_INLINE GLuint GetVAO() const { return m_vao; }
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ALWAYS_INLINE VertexArrayCache::const_iterator GetVAO() const { return m_vao; }
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ALWAYS_INLINE const RasterizationState& GetRasterizationState() const { return m_rasterization_state; }
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ALWAYS_INLINE const DepthState& GetDepthState() const { return m_depth_state; }
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ALWAYS_INLINE const BlendState& GetBlendState() const { return m_blend_state; }
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@@ -106,12 +106,12 @@ public:
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void SetDebugName(const std::string_view& name) override;
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private:
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OpenGLPipeline(const ProgramCacheKey& key, GLuint program, GLuint vao, const RasterizationState& rs,
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const DepthState& ds, const BlendState& bs, GLenum topology);
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OpenGLPipeline(const ProgramCacheKey& key, GLuint program, VertexArrayCache::const_iterator vao,
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const RasterizationState& rs, const DepthState& ds, const BlendState& bs, GLenum topology);
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ProgramCacheKey m_key;
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VertexArrayCache::const_iterator m_vao;
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GLuint m_program;
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GLuint m_vao;
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BlendState m_blend_state;
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RasterizationState m_rasterization_state;
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DepthState m_depth_state;
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