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gl: Remove flag test optimization as it does not work properly
- Most texture cache operations will break sampler state and the extra complexity is not worth the very small speed bump
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90f825aa49
commit
688569e5c8
@ -318,11 +318,6 @@ void GLGSRender::end()
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if (m_program->uniforms.has_location("tex" + std::to_string(i), &unused_location))
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{
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auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(fs_sampler_state[i].get());
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if (sampler_state->flag)
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continue;
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sampler_state->flag = true;
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auto &tex = rsx::method_registers.fragment_textures[i];
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glActiveTexture(GL_TEXTURE0 + i);
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@ -338,7 +333,6 @@ void GLGSRender::end()
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{
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void *unused = nullptr;
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glBindTexture(target, m_gl_texture_cache.create_temporary_subresource(unused, sampler_state->external_subresource_desc));
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sampler_state->flag = false;
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}
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else
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{
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@ -357,11 +351,6 @@ void GLGSRender::end()
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if (m_program->uniforms.has_location("vtex" + std::to_string(i), &unused_location))
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{
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auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(vs_sampler_state[i].get());
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if (sampler_state->flag)
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continue;
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sampler_state->flag = true;
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glActiveTexture(GL_TEXTURE0 + rsx::limits::fragment_textures_count + i);
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if (sampler_state->image_handle)
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@ -372,7 +361,6 @@ void GLGSRender::end()
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{
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void *unused = nullptr;
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glBindTexture(GL_TEXTURE_2D, m_gl_texture_cache.create_temporary_subresource(unused, sampler_state->external_subresource_desc));
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sampler_state->flag = false;
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}
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else
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{
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