gsdx-ogl: don't validate the pipeline

Too noisy in debugger trace. Never catch any errors anyway.
This commit is contained in:
Gregory Hainaut 2015-08-01 11:08:39 +02:00
parent 59cdf77784
commit cabd7409e5
1 changed files with 0 additions and 7 deletions

View File

@ -191,8 +191,6 @@ GLuint GSShaderOGL::LinkNewProgram()
void GSShaderOGL::UseProgram() void GSShaderOGL::UseProgram()
{ {
GL_PUSH("Use Program And Uniform");
if (GLState::dirty_prog) { if (GLState::dirty_prog) {
if (!GLLoader::found_GL_ARB_separate_shader_objects) { if (!GLLoader::found_GL_ARB_separate_shader_objects) {
GLState::dirty_ressources = true; GLState::dirty_ressources = true;
@ -219,17 +217,12 @@ void GSShaderOGL::UseProgram()
gl_UseProgram(GLState::program); gl_UseProgram(GLState::program);
} }
} }
} else {
ValidatePipeline(m_pipeline);
} }
} }
SetupRessources(); SetupRessources();
GLState::dirty_prog = false; GLState::dirty_prog = false;
GL_POP();
} }
std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro) std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro)