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Bind unused pixel pack/unpack buffers in GL_Resource_Lifetimes test
* This ensures having them around doesn't break capture.
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@@ -322,6 +322,16 @@ void main()
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return tex;
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};
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GLuint packbuf = MakeBuffer();
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glBindBuffer(GL_PIXEL_PACK_BUFFER, packbuf);
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glBufferData(GL_PIXEL_PACK_BUFFER, 4, NULL, GL_STATIC_DRAW);
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GLuint unpackbuf = MakeBuffer();
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackbuf);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, 4, NULL, GL_STATIC_DRAW);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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auto TrashTex = [](GLuint tex) {
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const uint32_t empty[4 * 4] = {};
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, empty);
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@@ -365,6 +375,9 @@ void main()
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GLuint buf = SetupBuf();
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while(Running())
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{
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
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glClearNamedFramebufferfv(0, GL_COLOR, 0, col);
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@@ -419,6 +432,9 @@ void main()
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tex = SetupTex();
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buf = SetupBuf();
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glBindBuffer(GL_PIXEL_PACK_BUFFER, packbuf);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackbuf);
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Present();
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}
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