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[Fix] (MG_Backend/DirectGLES): Remove incorrect branch to skip unit binding sync.
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@@ -346,8 +346,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Int maxTextureUnits = MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS;
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Int maxTextureUnits = MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS;
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for (Int unit = 0; unit < maxTextureUnits; ++unit) {
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for (Int unit = 0; unit < maxTextureUnits; ++unit) {
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auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
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auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
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if (!textureUnit.GetBindingSlot(TextureTarget::Texture2D).GetBoundObject()) continue;
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// TODO
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MG_External::GLES::glActiveTexture(GL_TEXTURE0 + unit);
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MG_External::GLES::glActiveTexture(GL_TEXTURE0 + unit);
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