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Fetch render state after making replay context current
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@@ -39,6 +39,7 @@ struct GLRenderState
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void FetchState();
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void ApplyState();
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void Clear();
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void Serialise(LogState state, void *ctx, WrappedOpenGL *gl);
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enum
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{
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@@ -223,7 +224,6 @@ struct GLRenderState
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GLenum CullFace;
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//
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void Serialise(LogState state, void *ctx, WrappedOpenGL *gl);
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private:
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Serialiser *m_pSerialiser;
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LogState m_State;
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@@ -817,11 +817,11 @@ void GLReplay::SavePipelineState()
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WrappedOpenGL &gl = *m_pDriver;
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GLResourceManager *rm = m_pDriver->GetResourceManager();
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MakeCurrentReplayContext(&m_ReplayCtx);
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GLRenderState rs(&gl.GetHookset(), NULL, READING);
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rs.FetchState();
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MakeCurrentReplayContext(&m_ReplayCtx);
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// Index buffer
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pipe.m_VtxIn.ibuffer.Offset = m_pDriver->m_LastIndexOffset;
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