message: Don't query seamless cubemap state per texture
  * This has been broken for a long time, but this state is only global there is
  no per-texture query.
diff: @@ -1450,16 +1450,16 @@ void GLReplay::SavePipelineState(uint32_t eventId)
  drv.glGetTextureParameterivEXT(tex, target, eGL_TEXTURE_WRAP_R, &v);
  pipe.samplers[unit].addressR = MakeAddressMode((GLenum)v);
  - v = 0;
  - if(HasExt[ARB_seamless_cubemap_per_texture])
  + // GLES 3 is always seamless
  + if(IsGLES && GLCoreVersion > 30)
  {
  - if(samp != 0)
  - drv.glGetSamplerParameteriv(samp, eGL_TEXTURE_CUBE_MAP_SEAMLESS, &v);
  + pipe.samplers[unit].seamlessCubeMap = true;
  + }
  else
  - drv.glGetTextureParameterivEXT(tex, target, eGL_TEXTURE_CUBE_MAP_SEAMLESS, &v);
  + {
  + // toggle on proper GL, GLES 2 this is always going to be false
  + pipe.samplers[unit].seamlessCubeMap = rs.Enabled[GLRenderState::eEnabled_TexCubeSeamless];
  }
  - pipe.samplers[unit].seamlessCubeMap =
  - (v != 0 || rs.Enabled[GLRenderState::eEnabled_TexCubeSeamless]);
  v = 0;
  if(samp != 0)
  