Merge pull request #3789 from degasus/texture_bindings

gl_rasterizer: Don't flip the texture bindings.
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Weiyi Wang 2018-05-28 23:14:09 +03:00 committed by GitHub
commit 65f5bc73a0
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@ -676,6 +676,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
state.texture_units[texture_index].texture_2d = 0; state.texture_units[texture_index].texture_2d = 0;
continue; // Texture unit 0 setup finished. Continue to next unit continue; // Texture unit 0 setup finished. Continue to next unit
} }
state.texture_cube_unit.texture_cube = 0;
} }
texture_samplers[texture_index].SyncWithConfig(texture.config); texture_samplers[texture_index].SyncWithConfig(texture.config);
@ -785,13 +786,6 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
vertex_batch.clear(); 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 // Mark framebuffer surfaces as dirty
MathUtil::Rectangle<u32> draw_rect_unscaled{ MathUtil::Rectangle<u32> draw_rect_unscaled{
draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale, draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale,