Cleanup: GPUState: Remove GPU_state_init()
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@ -1755,8 +1755,6 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
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BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
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}
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/* Set the default Blender draw state */
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GPU_state_init();
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/* Reset state before drawing */
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DRW_state_reset();
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@ -2785,8 +2783,6 @@ void DRW_opengl_context_create(void)
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if (!G.background) {
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immActivate();
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}
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/* Set default Blender OpenGL state */
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GPU_state_init();
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/* So we activate the window's one afterwards. */
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wm_window_reset_drawable();
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}
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@ -104,12 +104,6 @@ typedef enum eGPUProvokingVertex {
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extern "C" {
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#endif
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/* Initialize
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* - sets the default Blender opengl state, if in doubt, check
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* the contents of this function
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* - this is called when starting Blender, for opengl rendering. */
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void GPU_state_init(void);
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void GPU_blend(eGPUBlend blend);
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void GPU_face_culling(eGPUFaceCullTest culling);
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void GPU_front_facing(bool invert);
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@ -345,8 +345,4 @@ GPUStateManager::GPUStateManager(void)
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mutable_state.stencil_reference = 0x00;
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}
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void GPU_state_init(void)
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{
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}
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/** \} */
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@ -658,9 +658,6 @@ static void wm_window_ghostwindow_add(wmWindowManager *wm,
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wm_window_swap_buffers(win);
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// GHOST_SetWindowState(ghostwin, GHOST_kWindowStateModified);
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/* standard state vars for window */
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GPU_state_init();
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}
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else {
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wm_window_set_drawable(wm, prev_windrawable, false);
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