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	gl_rasterizer: Allow rendering without fragment shader
Rendering without a fragment shader is usually used in depth-only passes.
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		| @@ -271,6 +271,9 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) { | ||||
|             case Maxwell::ShaderProgram::Geometry: | ||||
|                 shader_program_manager->UseTrivialGeometryShader(); | ||||
|                 break; | ||||
|             case Maxwell::ShaderProgram::Fragment: | ||||
|                 shader_program_manager->UseTrivialFragmentShader(); | ||||
|                 break; | ||||
|             default: | ||||
|                 break; | ||||
|             } | ||||
|   | ||||
| @@ -50,6 +50,10 @@ public: | ||||
|         current_state.geometry_shader = 0; | ||||
|     } | ||||
|  | ||||
|     void UseTrivialFragmentShader() { | ||||
|         current_state.fragment_shader = 0; | ||||
|     } | ||||
|  | ||||
| private: | ||||
|     struct PipelineState { | ||||
|         bool operator==(const PipelineState& rhs) const { | ||||
|   | ||||
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