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gl_state: Drop uniform buffer state tracking

ReinUsesLisp 7 лет назад
Родитель
Сommit
ea4928393f

+ 0 - 8
src/video_core/renderer_opengl/gl_state.cpp

@@ -84,7 +84,6 @@ OpenGLState::OpenGLState() {
     draw.draw_framebuffer = 0;
     draw.draw_framebuffer = 0;
     draw.vertex_array = 0;
     draw.vertex_array = 0;
     draw.vertex_buffer = 0;
     draw.vertex_buffer = 0;
-    draw.uniform_buffer = 0;
     draw.shader_program = 0;
     draw.shader_program = 0;
     draw.program_pipeline = 0;
     draw.program_pipeline = 0;
 
 
@@ -544,10 +543,6 @@ void OpenGLState::ApplyDepthClamp() const {
 void OpenGLState::Apply() const {
 void OpenGLState::Apply() const {
     ApplyFramebufferState();
     ApplyFramebufferState();
     ApplyVertexBufferState();
     ApplyVertexBufferState();
-    // Uniform buffer
-    if (draw.uniform_buffer != cur_state.draw.uniform_buffer) {
-        glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer);
-    }
 
 
     // Shader program
     // Shader program
     if (draw.shader_program != cur_state.draw.shader_program) {
     if (draw.shader_program != cur_state.draw.shader_program) {
@@ -642,9 +637,6 @@ OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
     if (draw.vertex_buffer == handle) {
     if (draw.vertex_buffer == handle) {
         draw.vertex_buffer = 0;
         draw.vertex_buffer = 0;
     }
     }
-    if (draw.uniform_buffer == handle) {
-        draw.uniform_buffer = 0;
-    }
     return *this;
     return *this;
 }
 }
 
 

+ 0 - 1
src/video_core/renderer_opengl/gl_state.h

@@ -155,7 +155,6 @@ public:
         GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
         GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
         GLuint vertex_array;     // GL_VERTEX_ARRAY_BINDING
         GLuint vertex_array;     // GL_VERTEX_ARRAY_BINDING
         GLuint vertex_buffer;    // GL_ARRAY_BUFFER_BINDING
         GLuint vertex_buffer;    // GL_ARRAY_BUFFER_BINDING
-        GLuint uniform_buffer;   // GL_UNIFORM_BUFFER_BINDING
         GLuint shader_program;   // GL_CURRENT_PROGRAM
         GLuint shader_program;   // GL_CURRENT_PROGRAM
         GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
         GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
     } draw;
     } draw;

+ 0 - 1
src/video_core/renderer_opengl/renderer_opengl.cpp

@@ -248,7 +248,6 @@ void RendererOpenGL::InitOpenGLObjects() {
 
 
     state.draw.vertex_array = vertex_array.handle;
     state.draw.vertex_array = vertex_array.handle;
     state.draw.vertex_buffer = vertex_buffer.handle;
     state.draw.vertex_buffer = vertex_buffer.handle;
-    state.draw.uniform_buffer = 0;
     state.Apply();
     state.Apply();
 
 
     // Attach vertex data to VAO
     // Attach vertex data to VAO