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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.
This commit is contained in:
ReinUsesLisp 2019-02-26 13:37:23 -03:00
parent bb3ab7d66c
commit e85066dac7

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@ -739,22 +739,10 @@ void RasterizerOpenGL::DrawArrays() {
state.Apply(); state.Apply();
res_cache.SignalPreDrawCall(); res_cache.SignalPreDrawCall();
// Execute draw call
params.DispatchDraw(); params.DispatchDraw();
res_cache.SignalPostDrawCall(); res_cache.SignalPostDrawCall();
// Disable scissor test
state.viewports[0].scissor.enabled = false;
accelerate_draw = AccelDraw::Disabled; 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() {} void RasterizerOpenGL::FlushAll() {}