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Don't leak rasterizer discard state if GL postvs fails
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@@ -215,9 +215,6 @@ void GLReplay::InitPostVSBuffers(uint32_t eventId)
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list<string> matrixVaryings; // matrices need some fixup
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vector<const char *> varyings;
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// we don't want to do any work, so just discard before rasterizing
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drv.glEnable(eGL_RASTERIZER_DISCARD);
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CopyProgramAttribBindings(stageSrcPrograms[0], vsProg, vsRefl);
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varyings.clear();
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@@ -402,6 +399,9 @@ void GLReplay::InitPostVSBuffers(uint32_t eventId)
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// the vertex stage
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CopyProgramUniforms(stageSrcPrograms[0], vsProg);
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// we don't want to do any work, so just discard before rasterizing
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drv.glEnable(eGL_RASTERIZER_DISCARD);
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// bind our program and do the feedback draw
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drv.glUseProgram(vsProg);
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drv.glBindProgramPipeline(0);
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