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OpenGL: remove small optimization
This one was introduced to reduce the glBindTexture and glActiveTexture calls. But it was quite a bit of logic and only an improvment on uploading/creating a texture, which is done rarely.
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@ -180,7 +180,6 @@ void VertexManager::vFlush()
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{
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if (usedtextures & (1 << i))
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{
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TextureCache::SetNextStage(i);
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g_renderer->SetSamplerState(i % 4, i / 4);
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FourTexUnits &tex = bpmem.tex[i >> 2];
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TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
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