diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp
index 5770ae08f2..1d396728b8 100644
--- a/src/video_core/renderer_opengl/gl_state.cpp
+++ b/src/video_core/renderer_opengl/gl_state.cpp
@@ -33,7 +33,7 @@ OpenGLState::OpenGLState() {
     stencil.action_depth_pass = GL_KEEP;
     stencil.action_stencil_fail = GL_KEEP;
 
-    blend.enabled = false;
+    blend.enabled = true;
     blend.rgb_equation = GL_FUNC_ADD;
     blend.a_equation = GL_FUNC_ADD;
     blend.src_rgb_func = GL_ONE;
@@ -68,6 +68,18 @@ OpenGLState::OpenGLState() {
     draw.vertex_buffer = 0;
     draw.uniform_buffer = 0;
     draw.shader_program = 0;
+    draw.program_pipeline = 0;
+
+    scissor.enabled = false;
+    scissor.x = 0;
+    scissor.y = 0;
+    scissor.width = 0;
+    scissor.height = 0;
+
+    viewport.x = 0;
+    viewport.y = 0;
+    viewport.width = 0;
+    viewport.height = 0;
 
     clip_distance = {};
 }
@@ -148,9 +160,6 @@ void OpenGLState::Apply() const {
     if (blend.enabled != cur_state.blend.enabled) {
         if (blend.enabled) {
             glEnable(GL_BLEND);
-
-            cur_state.logic_op = GL_COPY;
-            glLogicOp(cur_state.logic_op);
             glDisable(GL_COLOR_LOGIC_OP);
         } else {
             glDisable(GL_BLEND);
@@ -196,7 +205,7 @@ void OpenGLState::Apply() const {
     // Lighting LUTs
     if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
         glActiveTexture(TextureUnits::LightingLUT.Enum());
-        glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer);
+        glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer);
     }
 
     // Fog LUT
@@ -263,6 +272,31 @@ void OpenGLState::Apply() const {
         glUseProgram(draw.shader_program);
     }
 
+    // Program pipeline
+    if (draw.program_pipeline != cur_state.draw.program_pipeline) {
+        glBindProgramPipeline(draw.program_pipeline);
+    }
+
+    // Scissor test
+    if (scissor.enabled != cur_state.scissor.enabled) {
+        if (scissor.enabled) {
+            glEnable(GL_SCISSOR_TEST);
+        } else {
+            glDisable(GL_SCISSOR_TEST);
+        }
+    }
+
+    if (scissor.x != cur_state.scissor.x || scissor.y != cur_state.scissor.y ||
+        scissor.width != cur_state.scissor.width || scissor.height != cur_state.scissor.height) {
+        glScissor(scissor.x, scissor.y, scissor.width, scissor.height);
+    }
+
+    if (viewport.x != cur_state.viewport.x || viewport.y != cur_state.viewport.y ||
+        viewport.width != cur_state.viewport.width ||
+        viewport.height != cur_state.viewport.height) {
+        glViewport(viewport.x, viewport.y, viewport.width, viewport.height);
+    }
+
     // Clip distance
     for (size_t i = 0; i < clip_distance.size(); ++i) {
         if (clip_distance[i] != cur_state.clip_distance[i]) {
@@ -277,62 +311,75 @@ void OpenGLState::Apply() const {
     cur_state = *this;
 }
 
-void OpenGLState::ResetTexture(GLuint handle) {
-    for (auto& unit : cur_state.texture_units) {
+OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
+    for (auto& unit : texture_units) {
         if (unit.texture_2d == handle) {
             unit.texture_2d = 0;
         }
     }
-    if (cur_state.lighting_lut.texture_buffer == handle)
-        cur_state.lighting_lut.texture_buffer = 0;
-    if (cur_state.fog_lut.texture_buffer == handle)
-        cur_state.fog_lut.texture_buffer = 0;
-    if (cur_state.proctex_noise_lut.texture_buffer == handle)
-        cur_state.proctex_noise_lut.texture_buffer = 0;
-    if (cur_state.proctex_color_map.texture_buffer == handle)
-        cur_state.proctex_color_map.texture_buffer = 0;
-    if (cur_state.proctex_alpha_map.texture_buffer == handle)
-        cur_state.proctex_alpha_map.texture_buffer = 0;
-    if (cur_state.proctex_lut.texture_buffer == handle)
-        cur_state.proctex_lut.texture_buffer = 0;
-    if (cur_state.proctex_diff_lut.texture_buffer == handle)
-        cur_state.proctex_diff_lut.texture_buffer = 0;
+    if (lighting_lut.texture_buffer == handle)
+        lighting_lut.texture_buffer = 0;
+    if (fog_lut.texture_buffer == handle)
+        fog_lut.texture_buffer = 0;
+    if (proctex_noise_lut.texture_buffer == handle)
+        proctex_noise_lut.texture_buffer = 0;
+    if (proctex_color_map.texture_buffer == handle)
+        proctex_color_map.texture_buffer = 0;
+    if (proctex_alpha_map.texture_buffer == handle)
+        proctex_alpha_map.texture_buffer = 0;
+    if (proctex_lut.texture_buffer == handle)
+        proctex_lut.texture_buffer = 0;
+    if (proctex_diff_lut.texture_buffer == handle)
+        proctex_diff_lut.texture_buffer = 0;
+    return *this;
 }
 
-void OpenGLState::ResetSampler(GLuint handle) {
-    for (auto& unit : cur_state.texture_units) {
+OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
+    for (auto& unit : texture_units) {
         if (unit.sampler == handle) {
             unit.sampler = 0;
         }
     }
+    return *this;
 }
 
-void OpenGLState::ResetProgram(GLuint handle) {
-    if (cur_state.draw.shader_program == handle) {
-        cur_state.draw.shader_program = 0;
+OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
+    if (draw.shader_program == handle) {
+        draw.shader_program = 0;
     }
+    return *this;
 }
 
-void OpenGLState::ResetBuffer(GLuint handle) {
-    if (cur_state.draw.vertex_buffer == handle) {
-        cur_state.draw.vertex_buffer = 0;
-    }
-    if (cur_state.draw.uniform_buffer == handle) {
-        cur_state.draw.uniform_buffer = 0;
+OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
+    if (draw.program_pipeline == handle) {
+        draw.program_pipeline = 0;
     }
+    return *this;
 }
 
-void OpenGLState::ResetVertexArray(GLuint handle) {
-    if (cur_state.draw.vertex_array == handle) {
-        cur_state.draw.vertex_array = 0;
+OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
+    if (draw.vertex_buffer == handle) {
+        draw.vertex_buffer = 0;
     }
+    if (draw.uniform_buffer == handle) {
+        draw.uniform_buffer = 0;
+    }
+    return *this;
 }
 
-void OpenGLState::ResetFramebuffer(GLuint handle) {
-    if (cur_state.draw.read_framebuffer == handle) {
-        cur_state.draw.read_framebuffer = 0;
-    }
-    if (cur_state.draw.draw_framebuffer == handle) {
-        cur_state.draw.draw_framebuffer = 0;
+OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) {
+    if (draw.vertex_array == handle) {
+        draw.vertex_array = 0;
     }
+    return *this;
+}
+
+OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) {
+    if (draw.read_framebuffer == handle) {
+        draw.read_framebuffer = 0;
+    }
+    if (draw.draw_framebuffer == handle) {
+        draw.draw_framebuffer = 0;
+    }
+    return *this;
 }
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h
index 437fe34c47..940575dfab 100644
--- a/src/video_core/renderer_opengl/gl_state.h
+++ b/src/video_core/renderer_opengl/gl_state.h
@@ -122,27 +122,44 @@ public:
         GLuint vertex_buffer;    // GL_ARRAY_BUFFER_BINDING
         GLuint uniform_buffer;   // GL_UNIFORM_BUFFER_BINDING
         GLuint shader_program;   // GL_CURRENT_PROGRAM
+        GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
     } draw;
 
+    struct {
+        bool enabled; // GL_SCISSOR_TEST
+        GLint x;
+        GLint y;
+        GLsizei width;
+        GLsizei height;
+    } scissor;
+
+    struct {
+        GLint x;
+        GLint y;
+        GLsizei width;
+        GLsizei height;
+    } viewport;
+
     std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
 
     OpenGLState();
 
     /// Get the currently active OpenGL state
-    static const OpenGLState& GetCurState() {
+    static OpenGLState GetCurState() {
         return cur_state;
     }
 
     /// Apply this state as the current OpenGL state
     void Apply() const;
 
-    /// Resets and unbinds any references to the given resource in the current OpenGL state
-    static void ResetTexture(GLuint handle);
-    static void ResetSampler(GLuint handle);
-    static void ResetProgram(GLuint handle);
-    static void ResetBuffer(GLuint handle);
-    static void ResetVertexArray(GLuint handle);
-    static void ResetFramebuffer(GLuint handle);
+    /// Resets any references to the given resource
+    OpenGLState& ResetTexture(GLuint handle);
+    OpenGLState& ResetSampler(GLuint handle);
+    OpenGLState& ResetProgram(GLuint handle);
+    OpenGLState& ResetPipeline(GLuint handle);
+    OpenGLState& ResetBuffer(GLuint handle);
+    OpenGLState& ResetVertexArray(GLuint handle);
+    OpenGLState& ResetFramebuffer(GLuint handle);
 
 private:
     static OpenGLState cur_state;