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authorGravatar bunnei <bunneidev@gmail.com>2015-08-11 17:19:45 -0400
committerGravatar bunnei <bunneidev@gmail.com>2015-08-11 17:19:45 -0400
commit93f607f5497a5fee142a0d2010881444a4ff0c80 (patch)
tree3728be088656eed0f4d53fde0f4ca194d640bf82 /src/video_core/renderer_opengl/renderer_opengl.cpp
parentdf25b047f870d84bf7d37ccbbaf9bfb88a2ccd7f (diff)
parent254582aa35306c7bdebb90b0cd2dda88fe188087 (diff)
Merge pull request #1023 from yuriks/gl-state-bugs
OpenGL: Fix state tracking in situations with reused object handles
Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 96e12839..79a940ff 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -163,7 +163,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
// only allows rows to have a memory alignement of 4.
ASSERT(pixel_stride % 4 == 0);
- state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
@@ -191,7 +190,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
*/
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture) {
- state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
@@ -239,7 +237,6 @@ void RendererOpenGL::InitOpenGLObjects() {
// Allocation of storage is deferred until the first frame, when we
// know the framebuffer size.
- state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
@@ -305,7 +302,6 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
UNIMPLEMENTED();
}
- state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
@@ -325,7 +321,6 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
ScreenRectVertex(x+w, y+h, 0.f, 1.f),
};
- state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();