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| author | 2015-07-22 01:22:09 -0300 | |
|---|---|---|
| committer | 2015-07-22 01:22:09 -0300 | |
| commit | e5c4fe0098e1445ac5780f130bb9cc3c53177051 (patch) | |
| tree | 6062954ba31f7d0e7ad51382674d5369f44e1a5f | |
| parent | Merge pull request #966 from Subv/log (diff) | |
| download | yuzu-e5c4fe0098e1445ac5780f130bb9cc3c53177051.tar.gz yuzu-e5c4fe0098e1445ac5780f130bb9cc3c53177051.tar.xz yuzu-e5c4fe0098e1445ac5780f130bb9cc3c53177051.zip | |
GL Renderer: Remove erroneous glEnable(GL_TEXTURE_2D) calls
In OpenGL 3, texturing is always enabled, and this call is invalid.
While it produced no effect in the rest of the execution, it wouldn't
have the intended effect of disabling texturing for that unit. Instead
bind a null texture to the unit.
Diffstat (limited to '')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_state.cpp | 13 |
1 files changed, 5 insertions, 8 deletions
diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index 3526e16d5..9efc15337 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp | |||
| @@ -147,20 +147,17 @@ void OpenGLState::Apply() { | |||
| 147 | 147 | ||
| 148 | // Textures | 148 | // Textures |
| 149 | for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) { | 149 | for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) { |
| 150 | if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d) { | 150 | if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d || |
| 151 | texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) { | ||
| 152 | |||
| 151 | glActiveTexture(GL_TEXTURE0 + texture_index); | 153 | glActiveTexture(GL_TEXTURE0 + texture_index); |
| 152 | 154 | ||
| 153 | if (texture_units[texture_index].enabled_2d) { | 155 | if (texture_units[texture_index].enabled_2d) { |
| 154 | glEnable(GL_TEXTURE_2D); | 156 | glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d); |
| 155 | } else { | 157 | } else { |
| 156 | glDisable(GL_TEXTURE_2D); | 158 | glBindTexture(GL_TEXTURE_2D, 0); |
| 157 | } | 159 | } |
| 158 | } | 160 | } |
| 159 | |||
| 160 | if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) { | ||
| 161 | glActiveTexture(GL_TEXTURE0 + texture_index); | ||
| 162 | glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d); | ||
| 163 | } | ||
| 164 | } | 161 | } |
| 165 | 162 | ||
| 166 | // Framebuffer | 163 | // Framebuffer |