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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.
nce_cpp
ReinUsesLisp 7 years ago
parent
commit
c97a3d0eb4
  1. 12
      src/video_core/renderer_opengl/gl_rasterizer.cpp

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() {}

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