GL_COORD_REPLACE active for rendering of non-GL_POINTS primitives
We've seen some rendering issues lately involving coord_replace in shader variants where the draw call is issued with non-GL_POINTS primitive modes.
If the guest application sets glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)
and subsequently uses the texture for rendering non-GL_POINTS primitives, then the shader variant that implements coord_replace is used when it shouldn't be, usually resulting in piecewise constant texturing (large filled rectangles).