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:
Markus Wick 2018-05-28 20:58:44 +02:00
parent 09982c3386
commit caba02d42a

View file

@ -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,