diff --git a/src/video_core/renderer_opengl/gl_shader_manager.h b/src/video_core/renderer_opengl/gl_shader_manager.h
index 8eef2a9201..37dcfefdb8 100644
--- a/src/video_core/renderer_opengl/gl_shader_manager.h
+++ b/src/video_core/renderer_opengl/gl_shader_manager.h
@@ -62,7 +62,6 @@ public:
         UpdatePipeline();
         state.draw.shader_program = 0;
         state.draw.program_pipeline = pipeline.handle;
-        state.geometry_shaders.enabled = (gs != 0);
     }
 
 private:
diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp
index 9419326a3a..52d569a1b5 100644
--- a/src/video_core/renderer_opengl/gl_state.cpp
+++ b/src/video_core/renderer_opengl/gl_state.cpp
@@ -10,16 +10,62 @@
 
 namespace OpenGL {
 
-OpenGLState OpenGLState::cur_state;
+using Maxwell = Tegra::Engines::Maxwell3D::Regs;
 
+OpenGLState OpenGLState::cur_state;
 bool OpenGLState::s_rgb_used;
 
+namespace {
+
+template <typename T>
+bool UpdateValue(T& current_value, const T new_value) {
+    const bool changed = current_value != new_value;
+    current_value = new_value;
+    return changed;
+}
+
+template <typename T1, typename T2>
+bool UpdateTie(T1 current_value, const T2 new_value) {
+    const bool changed = current_value != new_value;
+    current_value = new_value;
+    return changed;
+}
+
+void Enable(GLenum cap, bool enable) {
+    if (enable) {
+        glEnable(cap);
+    } else {
+        glDisable(cap);
+    }
+}
+
+void Enable(GLenum cap, GLuint index, bool enable) {
+    if (enable) {
+        glEnablei(cap, index);
+    } else {
+        glDisablei(cap, index);
+    }
+}
+
+void Enable(GLenum cap, bool& current_value, bool new_value) {
+    if (UpdateValue(current_value, new_value))
+        Enable(cap, new_value);
+}
+
+void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) {
+    if (UpdateValue(current_value, new_value))
+        Enable(cap, index, new_value);
+}
+
+} // namespace
+
 OpenGLState::OpenGLState() {
     // These all match default OpenGL values
-    geometry_shaders.enabled = false;
     framebuffer_srgb.enabled = false;
+
     multisample_control.alpha_to_coverage = false;
     multisample_control.alpha_to_one = false;
+
     cull.enabled = false;
     cull.mode = GL_BACK;
     cull.front_face = GL_CCW;
@@ -30,14 +76,15 @@ OpenGLState::OpenGLState() {
 
     primitive_restart.enabled = false;
     primitive_restart.index = 0;
+
     for (auto& item : color_mask) {
         item.red_enabled = GL_TRUE;
         item.green_enabled = GL_TRUE;
         item.blue_enabled = GL_TRUE;
         item.alpha_enabled = GL_TRUE;
     }
-    stencil.test_enabled = false;
-    auto reset_stencil = [](auto& config) {
+
+    const auto ResetStencil = [](auto& config) {
         config.test_func = GL_ALWAYS;
         config.test_ref = 0;
         config.test_mask = 0xFFFFFFFF;
@@ -46,8 +93,10 @@ OpenGLState::OpenGLState() {
         config.action_depth_pass = GL_KEEP;
         config.action_stencil_fail = GL_KEEP;
     };
-    reset_stencil(stencil.front);
-    reset_stencil(stencil.back);
+    stencil.test_enabled = false;
+    ResetStencil(stencil.front);
+    ResetStencil(stencil.back);
+
     for (auto& item : viewports) {
         item.x = 0;
         item.y = 0;
@@ -61,6 +110,7 @@ OpenGLState::OpenGLState() {
         item.scissor.width = 0;
         item.scissor.height = 0;
     }
+
     for (auto& item : blend) {
         item.enabled = true;
         item.rgb_equation = GL_FUNC_ADD;
@@ -70,11 +120,14 @@ OpenGLState::OpenGLState() {
         item.src_a_func = GL_ONE;
         item.dst_a_func = GL_ZERO;
     }
+
     independant_blend.enabled = false;
+
     blend_color.red = 0.0f;
     blend_color.green = 0.0f;
     blend_color.blue = 0.0f;
     blend_color.alpha = 0.0f;
+
     logic_op.enabled = false;
     logic_op.operation = GL_COPY;
 
@@ -91,9 +144,12 @@ OpenGLState::OpenGLState() {
     clip_distance = {};
 
     point.size = 1;
+
     fragment_color_clamp.enabled = false;
+
     depth_clamp.far_plane = false;
     depth_clamp.near_plane = false;
+
     polygon_offset.fill_enable = false;
     polygon_offset.line_enable = false;
     polygon_offset.point_enable = false;
@@ -103,132 +159,380 @@ OpenGLState::OpenGLState() {
 }
 
 void OpenGLState::ApplyDefaultState() {
+    glEnable(GL_BLEND);
     glDisable(GL_FRAMEBUFFER_SRGB);
     glDisable(GL_CULL_FACE);
     glDisable(GL_DEPTH_TEST);
     glDisable(GL_PRIMITIVE_RESTART);
     glDisable(GL_STENCIL_TEST);
-    glEnable(GL_BLEND);
     glDisable(GL_COLOR_LOGIC_OP);
     glDisable(GL_SCISSOR_TEST);
 }
 
+void OpenGLState::ApplyFramebufferState() const {
+    if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) {
+        glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
+    }
+    if (UpdateValue(cur_state.draw.draw_framebuffer, draw.draw_framebuffer)) {
+        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
+    }
+}
+
+void OpenGLState::ApplyVertexArrayState() const {
+    if (UpdateValue(cur_state.draw.vertex_array, draw.vertex_array)) {
+        glBindVertexArray(draw.vertex_array);
+    }
+}
+
+void OpenGLState::ApplyShaderProgram() const {
+    if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) {
+        glUseProgram(draw.shader_program);
+    }
+}
+
+void OpenGLState::ApplyProgramPipeline() const {
+    if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) {
+        glBindProgramPipeline(draw.program_pipeline);
+    }
+}
+
+void OpenGLState::ApplyClipDistances() const {
+    for (std::size_t i = 0; i < clip_distance.size(); ++i) {
+        Enable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i), cur_state.clip_distance[i],
+               clip_distance[i]);
+    }
+}
+
+void OpenGLState::ApplyPointSize() const {
+    if (UpdateValue(cur_state.point.size, point.size)) {
+        glPointSize(point.size);
+    }
+}
+
+void OpenGLState::ApplyFragmentColorClamp() const {
+    if (UpdateValue(cur_state.fragment_color_clamp.enabled, fragment_color_clamp.enabled)) {
+        glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
+                     fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
+    }
+}
+
+void OpenGLState::ApplyMultisample() const {
+    Enable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur_state.multisample_control.alpha_to_coverage,
+           multisample_control.alpha_to_coverage);
+    Enable(GL_SAMPLE_ALPHA_TO_ONE, cur_state.multisample_control.alpha_to_one,
+           multisample_control.alpha_to_one);
+}
+
+void OpenGLState::ApplyDepthClamp() const {
+    if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
+        depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
+        return;
+    }
+    cur_state.depth_clamp = depth_clamp;
+
+    UNIMPLEMENTED_IF_MSG(depth_clamp.far_plane != depth_clamp.near_plane,
+                         "Unimplemented Depth Clamp Separation!");
+
+    Enable(GL_DEPTH_CLAMP, depth_clamp.far_plane || depth_clamp.near_plane);
+}
+
 void OpenGLState::ApplySRgb() const {
-    if (framebuffer_srgb.enabled != cur_state.framebuffer_srgb.enabled) {
-        if (framebuffer_srgb.enabled) {
-            // Track if sRGB is used
-            s_rgb_used = true;
-            glEnable(GL_FRAMEBUFFER_SRGB);
-        } else {
-            glDisable(GL_FRAMEBUFFER_SRGB);
-        }
+    if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled)
+        return;
+    cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled;
+    if (framebuffer_srgb.enabled) {
+        // Track if sRGB is used
+        s_rgb_used = true;
+        glEnable(GL_FRAMEBUFFER_SRGB);
+    } else {
+        glDisable(GL_FRAMEBUFFER_SRGB);
     }
 }
 
 void OpenGLState::ApplyCulling() const {
-    if (cull.enabled != cur_state.cull.enabled) {
-        if (cull.enabled) {
-            glEnable(GL_CULL_FACE);
-        } else {
-            glDisable(GL_CULL_FACE);
-        }
-    }
+    Enable(GL_CULL_FACE, cur_state.cull.enabled, cull.enabled);
 
-    if (cull.mode != cur_state.cull.mode) {
+    if (UpdateValue(cur_state.cull.mode, cull.mode)) {
         glCullFace(cull.mode);
     }
 
-    if (cull.front_face != cur_state.cull.front_face) {
+    if (UpdateValue(cur_state.cull.front_face, cull.front_face)) {
         glFrontFace(cull.front_face);
     }
 }
 
 void OpenGLState::ApplyColorMask() const {
-    if (independant_blend.enabled) {
-        for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
-            const auto& updated = color_mask[i];
-            const auto& current = cur_state.color_mask[i];
-            if (updated.red_enabled != current.red_enabled ||
-                updated.green_enabled != current.green_enabled ||
-                updated.blue_enabled != current.blue_enabled ||
-                updated.alpha_enabled != current.alpha_enabled) {
-                glColorMaski(static_cast<GLuint>(i), updated.red_enabled, updated.green_enabled,
-                             updated.blue_enabled, updated.alpha_enabled);
-            }
-        }
-    } else {
-        const auto& updated = color_mask[0];
-        const auto& current = cur_state.color_mask[0];
+    for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) {
+        const auto& updated = color_mask[i];
+        auto& current = cur_state.color_mask[i];
         if (updated.red_enabled != current.red_enabled ||
             updated.green_enabled != current.green_enabled ||
             updated.blue_enabled != current.blue_enabled ||
             updated.alpha_enabled != current.alpha_enabled) {
-            glColorMask(updated.red_enabled, updated.green_enabled, updated.blue_enabled,
-                        updated.alpha_enabled);
+            current = updated;
+            glColorMaski(static_cast<GLuint>(i), updated.red_enabled, updated.green_enabled,
+                         updated.blue_enabled, updated.alpha_enabled);
         }
     }
 }
 
 void OpenGLState::ApplyDepth() const {
-    if (depth.test_enabled != cur_state.depth.test_enabled) {
-        if (depth.test_enabled) {
-            glEnable(GL_DEPTH_TEST);
-        } else {
-            glDisable(GL_DEPTH_TEST);
-        }
-    }
+    Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled);
 
-    if (depth.test_func != cur_state.depth.test_func) {
+    if (cur_state.depth.test_func != depth.test_func) {
+        cur_state.depth.test_func = depth.test_func;
         glDepthFunc(depth.test_func);
     }
 
-    if (depth.write_mask != cur_state.depth.write_mask) {
+    if (cur_state.depth.write_mask != depth.write_mask) {
+        cur_state.depth.write_mask = depth.write_mask;
         glDepthMask(depth.write_mask);
     }
 }
 
 void OpenGLState::ApplyPrimitiveRestart() const {
-    if (primitive_restart.enabled != cur_state.primitive_restart.enabled) {
-        if (primitive_restart.enabled) {
-            glEnable(GL_PRIMITIVE_RESTART);
-        } else {
-            glDisable(GL_PRIMITIVE_RESTART);
-        }
-    }
+    Enable(GL_PRIMITIVE_RESTART, cur_state.primitive_restart.enabled, primitive_restart.enabled);
 
-    if (primitive_restart.index != cur_state.primitive_restart.index) {
+    if (cur_state.primitive_restart.index != primitive_restart.index) {
+        cur_state.primitive_restart.index = primitive_restart.index;
         glPrimitiveRestartIndex(primitive_restart.index);
     }
 }
 
 void OpenGLState::ApplyStencilTest() const {
-    if (stencil.test_enabled != cur_state.stencil.test_enabled) {
-        if (stencil.test_enabled) {
-            glEnable(GL_STENCIL_TEST);
-        } else {
-            glDisable(GL_STENCIL_TEST);
-        }
-    }
+    Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
 
-    const auto ConfigStencil = [](GLenum face, const auto& config, const auto& prev_config) {
-        if (config.test_func != prev_config.test_func || config.test_ref != prev_config.test_ref ||
-            config.test_mask != prev_config.test_mask) {
+    const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) {
+        if (current.test_func != config.test_func || current.test_ref != config.test_ref ||
+            current.test_mask != config.test_mask) {
+            current.test_func = config.test_func;
+            current.test_ref = config.test_ref;
+            current.test_mask = config.test_mask;
             glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask);
         }
-        if (config.action_depth_fail != prev_config.action_depth_fail ||
-            config.action_depth_pass != prev_config.action_depth_pass ||
-            config.action_stencil_fail != prev_config.action_stencil_fail) {
+        if (current.action_depth_fail != config.action_depth_fail ||
+            current.action_depth_pass != config.action_depth_pass ||
+            current.action_stencil_fail != config.action_stencil_fail) {
+            current.action_depth_fail = config.action_depth_fail;
+            current.action_depth_pass = config.action_depth_pass;
+            current.action_stencil_fail = config.action_stencil_fail;
             glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail,
                                 config.action_depth_pass);
         }
-        if (config.write_mask != prev_config.write_mask) {
+        if (current.write_mask != config.write_mask) {
+            current.write_mask = config.write_mask;
             glStencilMaskSeparate(face, config.write_mask);
         }
     };
     ConfigStencil(GL_FRONT, stencil.front, cur_state.stencil.front);
     ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
 }
-// Viewport does not affects glClearBuffer so emulate viewport using scissor test
+
+void OpenGLState::ApplyViewport() const {
+    for (GLuint i = 0; i < static_cast<GLuint>(Maxwell::NumViewports); ++i) {
+        const auto& updated = viewports[i];
+        auto& current = cur_state.viewports[i];
+
+        if (current.x != updated.x || current.y != updated.y || current.width != updated.width ||
+            current.height != updated.height) {
+            current.x = updated.x;
+            current.y = updated.y;
+            current.width = updated.width;
+            current.height = updated.height;
+            glViewportIndexedf(i, static_cast<GLfloat>(updated.x), static_cast<GLfloat>(updated.y),
+                               static_cast<GLfloat>(updated.width),
+                               static_cast<GLfloat>(updated.height));
+        }
+        if (current.depth_range_near != updated.depth_range_near ||
+            current.depth_range_far != updated.depth_range_far) {
+            current.depth_range_near = updated.depth_range_near;
+            current.depth_range_far = updated.depth_range_far;
+            glDepthRangeIndexed(i, updated.depth_range_near, updated.depth_range_far);
+        }
+
+        Enable(GL_SCISSOR_TEST, i, current.scissor.enabled, updated.scissor.enabled);
+
+        if (current.scissor.x != updated.scissor.x || current.scissor.y != updated.scissor.y ||
+            current.scissor.width != updated.scissor.width ||
+            current.scissor.height != updated.scissor.height) {
+            current.scissor.x = updated.scissor.x;
+            current.scissor.y = updated.scissor.y;
+            current.scissor.width = updated.scissor.width;
+            current.scissor.height = updated.scissor.height;
+            glScissorIndexed(i, updated.scissor.x, updated.scissor.y, updated.scissor.width,
+                             updated.scissor.height);
+        }
+    }
+}
+
+void OpenGLState::ApplyGlobalBlending() const {
+    const Blend& updated = blend[0];
+    Blend& current = cur_state.blend[0];
+
+    Enable(GL_BLEND, current.enabled, updated.enabled);
+
+    if (current.src_rgb_func != updated.src_rgb_func ||
+        current.dst_rgb_func != updated.dst_rgb_func || current.src_a_func != updated.src_a_func ||
+        current.dst_a_func != updated.dst_a_func) {
+        current.src_rgb_func = updated.src_rgb_func;
+        current.dst_rgb_func = updated.dst_rgb_func;
+        current.src_a_func = updated.src_a_func;
+        current.dst_a_func = updated.dst_a_func;
+        glBlendFuncSeparate(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func,
+                            updated.dst_a_func);
+    }
+
+    if (current.rgb_equation != updated.rgb_equation || current.a_equation != updated.a_equation) {
+        current.rgb_equation = updated.rgb_equation;
+        current.a_equation = updated.a_equation;
+        glBlendEquationSeparate(updated.rgb_equation, updated.a_equation);
+    }
+}
+
+void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const {
+    const Blend& updated = blend[target];
+    Blend& current = cur_state.blend[target];
+
+    if (current.enabled != updated.enabled || force) {
+        current.enabled = updated.enabled;
+        Enable(GL_BLEND, static_cast<GLuint>(target), updated.enabled);
+    }
+
+    if (UpdateTie(std::tie(current.src_rgb_func, current.dst_rgb_func, current.src_a_func,
+                           current.dst_a_func),
+                  std::tie(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func,
+                           updated.dst_a_func))) {
+        glBlendFuncSeparatei(static_cast<GLuint>(target), updated.src_rgb_func,
+                             updated.dst_rgb_func, updated.src_a_func, updated.dst_a_func);
+    }
+
+    if (UpdateTie(std::tie(current.rgb_equation, current.a_equation),
+                  std::tie(updated.rgb_equation, updated.a_equation))) {
+        glBlendEquationSeparatei(static_cast<GLuint>(target), updated.rgb_equation,
+                                 updated.a_equation);
+    }
+}
+
+void OpenGLState::ApplyBlending() const {
+    if (independant_blend.enabled) {
+        const bool force = independant_blend.enabled != cur_state.independant_blend.enabled;
+        for (std::size_t target = 0; target < Maxwell::NumRenderTargets; ++target) {
+            ApplyTargetBlending(target, force);
+        }
+    } else {
+        ApplyGlobalBlending();
+    }
+    cur_state.independant_blend.enabled = independant_blend.enabled;
+
+    if (UpdateTie(
+            std::tie(cur_state.blend_color.red, cur_state.blend_color.green,
+                     cur_state.blend_color.blue, cur_state.blend_color.alpha),
+            std::tie(blend_color.red, blend_color.green, blend_color.blue, blend_color.alpha))) {
+        glBlendColor(blend_color.red, blend_color.green, blend_color.blue, blend_color.alpha);
+    }
+}
+
+void OpenGLState::ApplyLogicOp() const {
+    Enable(GL_COLOR_LOGIC_OP, cur_state.logic_op.enabled, logic_op.enabled);
+
+    if (UpdateValue(cur_state.logic_op.operation, logic_op.operation)) {
+        glLogicOp(logic_op.operation);
+    }
+}
+
+void OpenGLState::ApplyPolygonOffset() const {
+    Enable(GL_POLYGON_OFFSET_FILL, cur_state.polygon_offset.fill_enable,
+           polygon_offset.fill_enable);
+    Enable(GL_POLYGON_OFFSET_LINE, cur_state.polygon_offset.line_enable,
+           polygon_offset.line_enable);
+    Enable(GL_POLYGON_OFFSET_POINT, cur_state.polygon_offset.point_enable,
+           polygon_offset.point_enable);
+
+    if (UpdateTie(std::tie(cur_state.polygon_offset.factor, cur_state.polygon_offset.units,
+                           cur_state.polygon_offset.clamp),
+                  std::tie(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp))) {
+        if (GLAD_GL_EXT_polygon_offset_clamp && polygon_offset.clamp != 0) {
+            glPolygonOffsetClamp(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp);
+        } else {
+            UNIMPLEMENTED_IF_MSG(polygon_offset.clamp != 0,
+                                 "Unimplemented Depth polygon offset clamp.");
+            glPolygonOffset(polygon_offset.factor, polygon_offset.units);
+        }
+    }
+}
+
+void OpenGLState::ApplyTextures() const {
+    bool has_delta{};
+    std::size_t first{};
+    std::size_t last{};
+    std::array<GLuint, Maxwell::NumTextureSamplers> textures;
+
+    for (std::size_t i = 0; i < std::size(texture_units); ++i) {
+        const auto& texture_unit = texture_units[i];
+        auto& cur_state_texture_unit = cur_state.texture_units[i];
+        textures[i] = texture_unit.texture;
+        if (cur_state_texture_unit.texture == textures[i])
+            continue;
+        cur_state_texture_unit.texture = textures[i];
+        if (!has_delta) {
+            first = i;
+            has_delta = true;
+        }
+        last = i;
+    }
+    if (has_delta) {
+        glBindTextures(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
+                       textures.data() + first);
+    }
+}
+
+void OpenGLState::ApplySamplers() const {
+    bool has_delta{};
+    std::size_t first{};
+    std::size_t last{};
+    std::array<GLuint, Maxwell::NumTextureSamplers> samplers;
+
+    for (std::size_t i = 0; i < std::size(samplers); ++i) {
+        if (cur_state.texture_units[i].sampler == texture_units[i].sampler)
+            continue;
+        cur_state.texture_units[i].sampler = texture_units[i].sampler;
+        samplers[i] = texture_units[i].sampler;
+        if (!has_delta) {
+            first = i;
+            has_delta = true;
+        }
+        last = i;
+    }
+    if (has_delta) {
+        glBindSamplers(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
+                       samplers.data() + first);
+    }
+}
+
+void OpenGLState::Apply() const {
+    ApplyFramebufferState();
+    ApplyVertexArrayState();
+    ApplyShaderProgram();
+    ApplyProgramPipeline();
+    ApplyClipDistances();
+    ApplyPointSize();
+    ApplyFragmentColorClamp();
+    ApplyMultisample();
+    ApplyDepthClamp();
+    ApplyColorMask();
+    ApplyViewport();
+    ApplyStencilTest();
+    ApplySRgb();
+    ApplyCulling();
+    ApplyDepth();
+    ApplyPrimitiveRestart();
+    ApplyBlending();
+    ApplyLogicOp();
+    ApplyTextures();
+    ApplySamplers();
+    ApplyPolygonOffset();
+}
+
 void OpenGLState::EmulateViewportWithScissor() {
     auto& current = viewports[0];
     if (current.scissor.enabled) {
@@ -251,332 +555,6 @@ void OpenGLState::EmulateViewportWithScissor() {
     }
 }
 
-void OpenGLState::ApplyViewport() const {
-    if (geometry_shaders.enabled) {
-        for (GLuint i = 0; i < static_cast<GLuint>(Tegra::Engines::Maxwell3D::Regs::NumViewports);
-             i++) {
-            const auto& current = cur_state.viewports[i];
-            const auto& updated = viewports[i];
-            if (updated.x != current.x || updated.y != current.y ||
-                updated.width != current.width || updated.height != current.height) {
-                glViewportIndexedf(
-                    i, static_cast<GLfloat>(updated.x), static_cast<GLfloat>(updated.y),
-                    static_cast<GLfloat>(updated.width), static_cast<GLfloat>(updated.height));
-            }
-            if (updated.depth_range_near != current.depth_range_near ||
-                updated.depth_range_far != current.depth_range_far) {
-                glDepthRangeIndexed(i, updated.depth_range_near, updated.depth_range_far);
-            }
-
-            if (updated.scissor.enabled != current.scissor.enabled) {
-                if (updated.scissor.enabled) {
-                    glEnablei(GL_SCISSOR_TEST, i);
-                } else {
-                    glDisablei(GL_SCISSOR_TEST, i);
-                }
-            }
-
-            if (updated.scissor.x != current.scissor.x || updated.scissor.y != current.scissor.y ||
-                updated.scissor.width != current.scissor.width ||
-                updated.scissor.height != current.scissor.height) {
-                glScissorIndexed(i, updated.scissor.x, updated.scissor.y, updated.scissor.width,
-                                 updated.scissor.height);
-            }
-        }
-    } else {
-        const auto& current = cur_state.viewports[0];
-        const auto& updated = viewports[0];
-        if (updated.x != current.x || updated.y != current.y || updated.width != current.width ||
-            updated.height != current.height) {
-            glViewport(updated.x, updated.y, updated.width, updated.height);
-        }
-
-        if (updated.depth_range_near != current.depth_range_near ||
-            updated.depth_range_far != current.depth_range_far) {
-            glDepthRange(updated.depth_range_near, updated.depth_range_far);
-        }
-
-        if (updated.scissor.enabled != current.scissor.enabled) {
-            if (updated.scissor.enabled) {
-                glEnable(GL_SCISSOR_TEST);
-            } else {
-                glDisable(GL_SCISSOR_TEST);
-            }
-        }
-
-        if (updated.scissor.x != current.scissor.x || updated.scissor.y != current.scissor.y ||
-            updated.scissor.width != current.scissor.width ||
-            updated.scissor.height != current.scissor.height) {
-            glScissor(updated.scissor.x, updated.scissor.y, updated.scissor.width,
-                      updated.scissor.height);
-        }
-    }
-}
-
-void OpenGLState::ApplyGlobalBlending() const {
-    const Blend& current = cur_state.blend[0];
-    const Blend& updated = blend[0];
-    if (updated.enabled != current.enabled) {
-        if (updated.enabled) {
-            glEnable(GL_BLEND);
-        } else {
-            glDisable(GL_BLEND);
-        }
-    }
-    if (!updated.enabled) {
-        return;
-    }
-    if (updated.src_rgb_func != current.src_rgb_func ||
-        updated.dst_rgb_func != current.dst_rgb_func || updated.src_a_func != current.src_a_func ||
-        updated.dst_a_func != current.dst_a_func) {
-        glBlendFuncSeparate(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func,
-                            updated.dst_a_func);
-    }
-
-    if (updated.rgb_equation != current.rgb_equation || updated.a_equation != current.a_equation) {
-        glBlendEquationSeparate(updated.rgb_equation, updated.a_equation);
-    }
-}
-
-void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const {
-    const Blend& updated = blend[target];
-    const Blend& current = cur_state.blend[target];
-    if (updated.enabled != current.enabled || force) {
-        if (updated.enabled) {
-            glEnablei(GL_BLEND, static_cast<GLuint>(target));
-        } else {
-            glDisablei(GL_BLEND, static_cast<GLuint>(target));
-        }
-    }
-
-    if (updated.src_rgb_func != current.src_rgb_func ||
-        updated.dst_rgb_func != current.dst_rgb_func || updated.src_a_func != current.src_a_func ||
-        updated.dst_a_func != current.dst_a_func) {
-        glBlendFuncSeparatei(static_cast<GLuint>(target), updated.src_rgb_func,
-                             updated.dst_rgb_func, updated.src_a_func, updated.dst_a_func);
-    }
-
-    if (updated.rgb_equation != current.rgb_equation || updated.a_equation != current.a_equation) {
-        glBlendEquationSeparatei(static_cast<GLuint>(target), updated.rgb_equation,
-                                 updated.a_equation);
-    }
-}
-
-void OpenGLState::ApplyBlending() const {
-    if (independant_blend.enabled) {
-        for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
-            ApplyTargetBlending(i,
-                                independant_blend.enabled != cur_state.independant_blend.enabled);
-        }
-    } else {
-        ApplyGlobalBlending();
-    }
-    if (blend_color.red != cur_state.blend_color.red ||
-        blend_color.green != cur_state.blend_color.green ||
-        blend_color.blue != cur_state.blend_color.blue ||
-        blend_color.alpha != cur_state.blend_color.alpha) {
-        glBlendColor(blend_color.red, blend_color.green, blend_color.blue, blend_color.alpha);
-    }
-}
-
-void OpenGLState::ApplyLogicOp() const {
-    if (logic_op.enabled != cur_state.logic_op.enabled) {
-        if (logic_op.enabled) {
-            glEnable(GL_COLOR_LOGIC_OP);
-        } else {
-            glDisable(GL_COLOR_LOGIC_OP);
-        }
-    }
-
-    if (logic_op.operation != cur_state.logic_op.operation) {
-        glLogicOp(logic_op.operation);
-    }
-}
-
-void OpenGLState::ApplyPolygonOffset() const {
-    const bool fill_enable_changed =
-        polygon_offset.fill_enable != cur_state.polygon_offset.fill_enable;
-    const bool line_enable_changed =
-        polygon_offset.line_enable != cur_state.polygon_offset.line_enable;
-    const bool point_enable_changed =
-        polygon_offset.point_enable != cur_state.polygon_offset.point_enable;
-    const bool factor_changed = polygon_offset.factor != cur_state.polygon_offset.factor;
-    const bool units_changed = polygon_offset.units != cur_state.polygon_offset.units;
-    const bool clamp_changed = polygon_offset.clamp != cur_state.polygon_offset.clamp;
-
-    if (fill_enable_changed) {
-        if (polygon_offset.fill_enable) {
-            glEnable(GL_POLYGON_OFFSET_FILL);
-        } else {
-            glDisable(GL_POLYGON_OFFSET_FILL);
-        }
-    }
-
-    if (line_enable_changed) {
-        if (polygon_offset.line_enable) {
-            glEnable(GL_POLYGON_OFFSET_LINE);
-        } else {
-            glDisable(GL_POLYGON_OFFSET_LINE);
-        }
-    }
-
-    if (point_enable_changed) {
-        if (polygon_offset.point_enable) {
-            glEnable(GL_POLYGON_OFFSET_POINT);
-        } else {
-            glDisable(GL_POLYGON_OFFSET_POINT);
-        }
-    }
-
-    if (factor_changed || units_changed || clamp_changed) {
-        if (GLAD_GL_EXT_polygon_offset_clamp && polygon_offset.clamp != 0) {
-            glPolygonOffsetClamp(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp);
-        } else {
-            glPolygonOffset(polygon_offset.factor, polygon_offset.units);
-            UNIMPLEMENTED_IF_MSG(polygon_offset.clamp != 0,
-                                 "Unimplemented Depth polygon offset clamp.");
-        }
-    }
-}
-
-void OpenGLState::ApplyTextures() const {
-    bool has_delta{};
-    std::size_t first{};
-    std::size_t last{};
-    std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures;
-
-    for (std::size_t i = 0; i < std::size(texture_units); ++i) {
-        const auto& texture_unit = texture_units[i];
-        const auto& cur_state_texture_unit = cur_state.texture_units[i];
-        textures[i] = texture_unit.texture;
-
-        if (textures[i] != cur_state_texture_unit.texture) {
-            if (!has_delta) {
-                first = i;
-                has_delta = true;
-            }
-            last = i;
-        }
-    }
-
-    if (has_delta) {
-        glBindTextures(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
-                       textures.data() + first);
-    }
-}
-
-void OpenGLState::ApplySamplers() const {
-    bool has_delta{};
-    std::size_t first{};
-    std::size_t last{};
-    std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers;
-    for (std::size_t i = 0; i < std::size(samplers); ++i) {
-        samplers[i] = texture_units[i].sampler;
-        if (samplers[i] != cur_state.texture_units[i].sampler) {
-            if (!has_delta) {
-                first = i;
-                has_delta = true;
-            }
-            last = i;
-        }
-    }
-    if (has_delta) {
-        glBindSamplers(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
-                       samplers.data() + first);
-    }
-}
-
-void OpenGLState::ApplyFramebufferState() const {
-    if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
-        glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
-    }
-    if (draw.draw_framebuffer != cur_state.draw.draw_framebuffer) {
-        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
-    }
-}
-
-void OpenGLState::ApplyVertexArrayState() const {
-    if (draw.vertex_array != cur_state.draw.vertex_array) {
-        glBindVertexArray(draw.vertex_array);
-    }
-}
-
-void OpenGLState::ApplyDepthClamp() const {
-    if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
-        depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
-        return;
-    }
-    UNIMPLEMENTED_IF_MSG(depth_clamp.far_plane != depth_clamp.near_plane,
-                         "Unimplemented Depth Clamp Separation!");
-
-    if (depth_clamp.far_plane || depth_clamp.near_plane) {
-        glEnable(GL_DEPTH_CLAMP);
-    } else {
-        glDisable(GL_DEPTH_CLAMP);
-    }
-}
-
-void OpenGLState::Apply() const {
-    ApplyFramebufferState();
-    ApplyVertexArrayState();
-
-    // Shader program
-    if (draw.shader_program != cur_state.draw.shader_program) {
-        glUseProgram(draw.shader_program);
-    }
-
-    // Program pipeline
-    if (draw.program_pipeline != cur_state.draw.program_pipeline) {
-        glBindProgramPipeline(draw.program_pipeline);
-    }
-    // Clip distance
-    for (std::size_t i = 0; i < clip_distance.size(); ++i) {
-        if (clip_distance[i] != cur_state.clip_distance[i]) {
-            if (clip_distance[i]) {
-                glEnable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i));
-            } else {
-                glDisable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i));
-            }
-        }
-    }
-    // Point
-    if (point.size != cur_state.point.size) {
-        glPointSize(point.size);
-    }
-    if (fragment_color_clamp.enabled != cur_state.fragment_color_clamp.enabled) {
-        glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
-                     fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
-    }
-    if (multisample_control.alpha_to_coverage != cur_state.multisample_control.alpha_to_coverage) {
-        if (multisample_control.alpha_to_coverage) {
-            glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
-        } else {
-            glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
-        }
-    }
-    if (multisample_control.alpha_to_one != cur_state.multisample_control.alpha_to_one) {
-        if (multisample_control.alpha_to_one) {
-            glEnable(GL_SAMPLE_ALPHA_TO_ONE);
-        } else {
-            glDisable(GL_SAMPLE_ALPHA_TO_ONE);
-        }
-    }
-    ApplyDepthClamp();
-    ApplyColorMask();
-    ApplyViewport();
-    ApplyStencilTest();
-    ApplySRgb();
-    ApplyCulling();
-    ApplyDepth();
-    ApplyPrimitiveRestart();
-    ApplyBlending();
-    ApplyLogicOp();
-    ApplyTextures();
-    ApplySamplers();
-    ApplyPolygonOffset();
-    cur_state = *this;
-}
-
 OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
     for (auto& unit : texture_units) {
         if (unit.texture == handle) {
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h
index 9e1eda5b18..41418a7b84 100644
--- a/src/video_core/renderer_opengl/gl_state.h
+++ b/src/video_core/renderer_opengl/gl_state.h
@@ -53,10 +53,6 @@ public:
         bool near_plane;
     } depth_clamp; // GL_DEPTH_CLAMP
 
-    struct {
-        bool enabled; // viewports arrays are only supported when geometry shaders are enabled.
-    } geometry_shaders;
-
     struct {
         bool enabled;      // GL_CULL_FACE
         GLenum mode;       // GL_CULL_FACE_MODE
@@ -184,34 +180,26 @@ public:
     static OpenGLState GetCurState() {
         return cur_state;
     }
+
     static bool GetsRGBUsed() {
         return s_rgb_used;
     }
+
     static void ClearsRGBUsed() {
         s_rgb_used = false;
     }
+
     /// Apply this state as the current OpenGL state
     void Apply() const;
-    /// Apply only the state affecting the framebuffer
-    void ApplyFramebufferState() const;
-    /// Apply only the state affecting the vertex array
-    void ApplyVertexArrayState() const;
-    /// Set the initial OpenGL state
-    static void ApplyDefaultState();
-    /// Resets any references to the given resource
-    OpenGLState& UnbindTexture(GLuint handle);
-    OpenGLState& ResetSampler(GLuint handle);
-    OpenGLState& ResetProgram(GLuint handle);
-    OpenGLState& ResetPipeline(GLuint handle);
-    OpenGLState& ResetVertexArray(GLuint handle);
-    OpenGLState& ResetFramebuffer(GLuint handle);
-    void EmulateViewportWithScissor();
 
-private:
-    static OpenGLState cur_state;
-    // Workaround for sRGB problems caused by
-    // QT not supporting srgb output
-    static bool s_rgb_used;
+    void ApplyFramebufferState() const;
+    void ApplyVertexArrayState() const;
+    void ApplyShaderProgram() const;
+    void ApplyProgramPipeline() const;
+    void ApplyClipDistances() const;
+    void ApplyPointSize() const;
+    void ApplyFragmentColorClamp() const;
+    void ApplyMultisample() const;
     void ApplySRgb() const;
     void ApplyCulling() const;
     void ApplyColorMask() const;
@@ -227,6 +215,26 @@ private:
     void ApplySamplers() const;
     void ApplyDepthClamp() const;
     void ApplyPolygonOffset() const;
+
+    /// Set the initial OpenGL state
+    static void ApplyDefaultState();
+
+    /// Resets any references to the given resource
+    OpenGLState& UnbindTexture(GLuint handle);
+    OpenGLState& ResetSampler(GLuint handle);
+    OpenGLState& ResetProgram(GLuint handle);
+    OpenGLState& ResetPipeline(GLuint handle);
+    OpenGLState& ResetVertexArray(GLuint handle);
+    OpenGLState& ResetFramebuffer(GLuint handle);
+
+    /// Viewport does not affects glClearBuffer so emulate viewport using scissor test
+    void EmulateViewportWithScissor();
+
+private:
+    static OpenGLState cur_state;
+
+    // Workaround for sRGB problems caused by QT not supporting srgb output
+    static bool s_rgb_used;
 };
 
 } // namespace OpenGL