Fix RHI texture binding and add pure quad test
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@@ -40,6 +40,9 @@ bool GetOpenGLVertexAttribFormat(Format format, OpenGLVertexAttribFormat& attrib
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case Format::R32_Float:
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attributeFormat = { 1, GL_FLOAT, GL_FALSE, false };
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return true;
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case Format::R32G32_Float:
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attributeFormat = { 2, GL_FLOAT, GL_FALSE, false };
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return true;
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case Format::R32G32B32A32_Float:
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attributeFormat = { 4, GL_FLOAT, GL_FALSE, false };
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return true;
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