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Don't trash current program state in GL when creating MSAA conv programs
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@@ -67,6 +67,9 @@ void WrappedOpenGL::ArrayMSPrograms::Create()
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if(HasExt[ARB_texture_multisample])
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{
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GLuint prevProg = 0;
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GL.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint *)&prevProg);
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vs = GenerateGLSLShader(GetEmbeddedResource(glsl_blit_vert), shaderType, glslBaseVer);
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fs = GenerateGLSLShader(GetEmbeddedResource(glsl_depthms2arr_frag), shaderType, glslBaseVer);
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@@ -84,6 +87,8 @@ void WrappedOpenGL::ArrayMSPrograms::Create()
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GL.glUniform1i(GL.glGetUniformLocation(DepthArray2MS, "srcDepthArray"), 0);
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GL.glUniform1i(GL.glGetUniformLocation(DepthArray2MS, "srcStencilArray"), 1);
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GL.glUseProgram(prevProg);
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}
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else
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{
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