mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-12-28 02:31:54 +01:00
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.
This commit is contained in:
parent
09982c3386
commit
caba02d42a
@ -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,
|
||||
|
Loading…
Reference in New Issue
Block a user