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GL: Avoid unnecessary stencil shader binding.
The comment became untrue, so no need to rebind for each bit.
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@ -203,8 +203,6 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZe
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// It's already zero, let's skip it.
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continue;
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}
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// DrawActiveTexture unbinds it, so rebind here before setting uniforms.
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glsl_bind(stencilUploadProgram_);
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if (dstBuffer->format == GE_FORMAT_4444) {
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glstate.stencilMask.set((i << 4) | i);
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glUniform1f(u_stencilValue, i * (16.0f / 255.0f));
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