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[Fix] (Diligent/Drawing): Bind shader resources to pipeline.
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@@ -46,13 +46,12 @@ public:
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};
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class TextureUnitState {
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private:
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GLenum activeTarget = GL_TEXTURE_2D;
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public:
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MG_Global::unordered_map<GLenum, GLuint> boundTextures;
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void Bind(GLenum target, GLuint texture);
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GLuint GetBoundTexture(GLenum target);
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GLenum activeTarget = GL_TEXTURE_2D;
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MG_Global::unordered_map<GLenum, GLuint> boundTextures;
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};
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class TextureState {
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