add DrawIndirectBufferObject as State variable in order to minimize call to glBindBuffer(GL_DRAW_INDIRECT_BUFFER,X)
TODO: Promote PrimitiveSetIndirect's VBO to target explicited DIBO (in order to benefit from BOSet queue management)
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@@ -89,6 +89,7 @@ State::State():
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_currentClientActiveTextureUnit=0;
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_currentPBO = 0;
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_currentDIBO = 0;
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_currentVAO = 0;
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_isSecondaryColorSupported = false;
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