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();
|
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() {}
|
||||||
|
|
Loading…
Reference in a new issue