Some state stuff, some draw stuff, some QA map stuff
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@@ -85,6 +85,20 @@ bool RenderState::BlendFunc(GLenum sfactor, GLenum dfactor)
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return !GLERROR("RenderState::BlendFunc");
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}
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bool RenderState::StencilFunc(GLenum sfail, GLenum dpfail, GLenum dppass)
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{
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GLint originalSFail;
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glGetIntegerv(GL_STENCIL_FAIL, &originalSFail);
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GLint originalDPFail;
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &originalDPFail);
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GLint originalDPPass;
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &originalDPPass);
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m_ResetFunctions.push_back(std::bind(glStencilOp, originalSFail, originalDPFail, originalDPPass));
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glStencilOp(sfail, dpfail, dppass);
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return !GLERROR("StencilFunc");
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}
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bool RenderState::DepthMask(GLboolean flag)
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{
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GLboolean original;
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