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	gl_rasterizer: Don't flip the texture bindings.
The state object isn't used anywhere else, so there is no need to revert the state. And the comment is just wrong: It doesn't matter which textures are bound on framebuffer binding, it only matters at draw time. And we reset all bindings before the draw call. So let's use gl_state as it is designed to avoid flipping states.
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					 1 changed files with 1 additions and 7 deletions
				
			
		|  | @ -676,6 +676,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) { | |||
|                     state.texture_units[texture_index].texture_2d = 0; | ||||
|                     continue; // Texture unit 0 setup finished. Continue to next unit
 | ||||
|                 } | ||||
|                 state.texture_cube_unit.texture_cube = 0; | ||||
|             } | ||||
| 
 | ||||
|             texture_samplers[texture_index].SyncWithConfig(texture.config); | ||||
|  | @ -785,13 +786,6 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) { | |||
| 
 | ||||
|     vertex_batch.clear(); | ||||
| 
 | ||||
|     // Unbind textures for potential future use as framebuffer attachments
 | ||||
|     for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) { | ||||
|         state.texture_units[texture_index].texture_2d = 0; | ||||
|     } | ||||
|     state.texture_cube_unit.texture_cube = 0; | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     // Mark framebuffer surfaces as dirty
 | ||||
|     MathUtil::Rectangle<u32> draw_rect_unscaled{ | ||||
|         draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale, | ||||
|  |  | |||
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