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GPU: Ignore textures that the GLSL compiler deemed unused when binding textures to the shaders.
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@ -686,7 +686,10 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program,
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// Bind the uniform to the sampler.
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// Bind the uniform to the sampler.
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GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
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GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
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ASSERT(uniform != -1);
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if (uniform == -1) {
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continue;
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}
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glProgramUniform1i(program, uniform, current_bindpoint);
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glProgramUniform1i(program, uniform, current_bindpoint);
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const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
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const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
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