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gl_rasterizer: Remove texture unbinding after dispatching a draw call

Unbinding was required when OpenGL delete operations didn't unbind a
resource if it was bound. This is no longer needed and can be removed.
ReinUsesLisp 7 лет назад
Родитель
Сommit
e85066dac7
1 измененных файлов с 0 добавлено и 12 удалено
  1. 0 12
      src/video_core/renderer_opengl/gl_rasterizer.cpp

+ 0 - 12
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -739,22 +739,10 @@ void RasterizerOpenGL::DrawArrays() {
     state.Apply();
 
     res_cache.SignalPreDrawCall();
-
-    // Execute draw call
     params.DispatchDraw();
-
     res_cache.SignalPostDrawCall();
 
-    // Disable scissor test
-    state.viewports[0].scissor.enabled = false;
-
     accelerate_draw = AccelDraw::Disabled;
-
-    // Unbind textures for potential future use as framebuffer attachments
-    for (auto& texture_unit : state.texture_units) {
-        texture_unit.Unbind();
-    }
-    state.Apply();
 }
 
 void RasterizerOpenGL::FlushAll() {}