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:
parent
bb3ab7d66c
commit
e85066dac7
|
@ -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() {}
|
||||
|
|
Loading…
Reference in a new issue