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.
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@ -739,22 +739,10 @@ void RasterizerOpenGL::DrawArrays() {
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state.Apply();
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state.Apply();
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res_cache.SignalPreDrawCall();
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res_cache.SignalPreDrawCall();
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// Execute draw call
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params.DispatchDraw();
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params.DispatchDraw();
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res_cache.SignalPostDrawCall();
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res_cache.SignalPostDrawCall();
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// Disable scissor test
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state.viewports[0].scissor.enabled = false;
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accelerate_draw = AccelDraw::Disabled;
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accelerate_draw = AccelDraw::Disabled;
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// Unbind textures for potential future use as framebuffer attachments
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for (auto& texture_unit : state.texture_units) {
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texture_unit.Unbind();
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}
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state.Apply();
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}
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}
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void RasterizerOpenGL::FlushAll() {}
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void RasterizerOpenGL::FlushAll() {}
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