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OpenGL rendered: use textures cache
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@ -307,7 +307,7 @@ void GLGSRender::end()
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//setup textures
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{
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int texture_index = 0;
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//int texture_index = 0;
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for (int i = 0; i < rsx::limits::textures_count; ++i)
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{
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int location;
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@ -322,10 +322,13 @@ void GLGSRender::end()
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continue;
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}
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__glcheck glProgramUniform1i(m_program->id(), location, i);
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__glcheck m_gl_textures[i].init(i, textures[i]);
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m_gl_textures[i].set_target(get_gl_target_for_texture(textures[i]));
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__glcheck m_gl_texture_cache.upload_texture(i, textures[i], m_gl_textures[i], m_rtts);
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texture_index++;
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__glcheck glProgramUniform1i(m_program->id(), location, i);
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//__glcheck m_gl_textures[i].init(i, textures[i]);
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//texture_index++;
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if (m_program->uniforms.has_location("texture" + std::to_string(i) + "_cm", &location))
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{
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@ -1 +1 @@
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Subproject commit e1bd56e959e4eaae181c7c19b94fe2fb1ec00c08
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Subproject commit 9f8814af57264c82b7e063c1df5d71dc32c7a951
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