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graphics: handle default textures in high level code.
Previously each backend had to set up default textures with its own code, which needs some care for it to be robust.
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@@ -139,7 +139,6 @@ public:
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StreamBuffer *getUniformBuffer() const { return uniformBuffer; }
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Buffer *getDefaultAttributesBuffer() const { return defaultAttributesBuffer; }
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Texture *getDefaultTexture(TextureType textype) const { return defaultTextures[textype]; }
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int getClosestMSAASamples(int requestedsamples);
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@@ -247,8 +246,6 @@ private:
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Buffer *defaultAttributesBuffer;
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Texture *defaultTextures[TEXTURE_MAX_ENUM];
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std::map<uint64, void *> cachedSamplers;
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std::unordered_map<uint64, void *> cachedDepthStencilStates;
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