Merge pull request #3724 from degasus/scissor
gl_rasterizer: Remove redundant scissor state change.
This commit is contained in:
		| @@ -783,9 +783,6 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) { | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // Disable scissor test | ||||
|     state.scissor.enabled = false; | ||||
|  | ||||
|     vertex_batch.clear(); | ||||
|  | ||||
|     // Unbind textures for potential future use as framebuffer attachments | ||||
|   | ||||
| @@ -259,16 +259,10 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple, | ||||
| static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex, | ||||
|                          const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type, | ||||
|                          GLuint read_fb_handle, GLuint draw_fb_handle) { | ||||
|     OpenGLState state = OpenGLState::GetCurState(); | ||||
|  | ||||
|     OpenGLState prev_state = state; | ||||
|     OpenGLState prev_state = OpenGLState::GetCurState(); | ||||
|     SCOPE_EXIT({ prev_state.Apply(); }); | ||||
|  | ||||
|     // Make sure textures aren't bound to texture units, since going to bind them to framebuffer | ||||
|     // components | ||||
|     state.ResetTexture(src_tex); | ||||
|     state.ResetTexture(dst_tex); | ||||
|  | ||||
|     OpenGLState state; | ||||
|     state.draw.read_framebuffer = read_fb_handle; | ||||
|     state.draw.draw_framebuffer = draw_fb_handle; | ||||
|     state.Apply(); | ||||
| @@ -318,13 +312,10 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec | ||||
|  | ||||
| static bool FillSurface(const Surface& surface, const u8* fill_data, | ||||
|                         const MathUtil::Rectangle<u32>& fill_rect, GLuint draw_fb_handle) { | ||||
|     OpenGLState state = OpenGLState::GetCurState(); | ||||
|  | ||||
|     OpenGLState prev_state = state; | ||||
|     OpenGLState prev_state = OpenGLState::GetCurState(); | ||||
|     SCOPE_EXIT({ prev_state.Apply(); }); | ||||
|  | ||||
|     state.ResetTexture(surface->texture.handle); | ||||
|  | ||||
|     OpenGLState state; | ||||
|     state.scissor.enabled = true; | ||||
|     state.scissor.x = static_cast<GLint>(fill_rect.left); | ||||
|     state.scissor.y = static_cast<GLint>(fill_rect.bottom); | ||||
| @@ -1310,11 +1301,10 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube | ||||
|  | ||||
|     u32 scaled_size = cube.res_scale * config.width; | ||||
|  | ||||
|     OpenGLState state = OpenGLState::GetCurState(); | ||||
|  | ||||
|     OpenGLState prev_state = state; | ||||
|     OpenGLState prev_state = OpenGLState::GetCurState(); | ||||
|     SCOPE_EXIT({ prev_state.Apply(); }); | ||||
|  | ||||
|     OpenGLState state; | ||||
|     state.draw.read_framebuffer = read_framebuffer.handle; | ||||
|     state.draw.draw_framebuffer = draw_framebuffer.handle; | ||||
|     state.ResetTexture(cube.texture.handle); | ||||
|   | ||||
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	 Weiyi Wang
					Weiyi Wang