GL: Avoid unnecessary stencil shader binding.

The comment became untrue, so no need to rebind for each bit.
This commit is contained in:
Unknown W. Brackets 2017-03-18 13:47:49 -07:00
parent 0f08e90bc6
commit 78191e645d

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@ -203,8 +203,6 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZe
// It's already zero, let's skip it.
continue;
}
// DrawActiveTexture unbinds it, so rebind here before setting uniforms.
glsl_bind(stencilUploadProgram_);
if (dstBuffer->format == GE_FORMAT_4444) {
glstate.stencilMask.set((i << 4) | i);
glUniform1f(u_stencilValue, i * (16.0f / 255.0f));