mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: don't validate the pipeline
Too noisy in debugger trace. Never catch any errors anyway.
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@ -191,8 +191,6 @@ GLuint GSShaderOGL::LinkNewProgram()
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void GSShaderOGL::UseProgram()
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void GSShaderOGL::UseProgram()
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{
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{
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GL_PUSH("Use Program And Uniform");
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if (GLState::dirty_prog) {
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if (GLState::dirty_prog) {
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if (!GLLoader::found_GL_ARB_separate_shader_objects) {
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if (!GLLoader::found_GL_ARB_separate_shader_objects) {
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GLState::dirty_ressources = true;
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GLState::dirty_ressources = true;
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@ -219,17 +217,12 @@ void GSShaderOGL::UseProgram()
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gl_UseProgram(GLState::program);
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gl_UseProgram(GLState::program);
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}
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}
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}
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}
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} else {
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ValidatePipeline(m_pipeline);
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}
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}
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}
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}
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SetupRessources();
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SetupRessources();
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GLState::dirty_prog = false;
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GLState::dirty_prog = false;
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GL_POP();
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}
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}
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std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro)
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std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro)
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