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GL min/max lod and lod bias are sampler parameters as well as texture
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@@ -1227,12 +1227,27 @@ void GLReplay::SavePipelineState()
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pipe.samplers[unit].filter =
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MakeFilter((GLenum)minf, (GLenum)magf, shadow, pipe.samplers[unit].maxAnisotropy);
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gl.glGetTexParameterfv(target, eGL_TEXTURE_MAX_LOD, &pipe.samplers[unit].maxLOD);
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gl.glGetTexParameterfv(target, eGL_TEXTURE_MIN_LOD, &pipe.samplers[unit].minLOD);
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if(!IsGLES)
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gl.glGetTexParameterfv(target, eGL_TEXTURE_LOD_BIAS, &pipe.samplers[unit].mipLODBias);
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if(samp != 0)
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gl.glGetSamplerParameterfv(samp, eGL_TEXTURE_MAX_LOD, &pipe.samplers[unit].maxLOD);
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else
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gl.glGetTexParameterfv(target, eGL_TEXTURE_MAX_LOD, &pipe.samplers[unit].maxLOD);
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if(samp != 0)
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gl.glGetSamplerParameterfv(samp, eGL_TEXTURE_MIN_LOD, &pipe.samplers[unit].minLOD);
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else
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gl.glGetTexParameterfv(target, eGL_TEXTURE_MIN_LOD, &pipe.samplers[unit].minLOD);
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if(!IsGLES)
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{
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if(samp != 0)
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gl.glGetSamplerParameterfv(samp, eGL_TEXTURE_LOD_BIAS, &pipe.samplers[unit].mipLODBias);
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else
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gl.glGetTexParameterfv(target, eGL_TEXTURE_LOD_BIAS, &pipe.samplers[unit].mipLODBias);
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}
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else
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{
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pipe.samplers[unit].mipLODBias = 0.0f;
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}
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}
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else
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{
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