diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index dc0a5ed5e5..e54aff995a 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -84,7 +84,6 @@ OpenGLState::OpenGLState() { draw.draw_framebuffer = 0; draw.vertex_array = 0; draw.vertex_buffer = 0; - draw.uniform_buffer = 0; draw.shader_program = 0; draw.program_pipeline = 0; @@ -544,10 +543,6 @@ void OpenGLState::ApplyDepthClamp() const { void OpenGLState::Apply() const { ApplyFramebufferState(); ApplyVertexBufferState(); - // Uniform buffer - if (draw.uniform_buffer != cur_state.draw.uniform_buffer) { - glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer); - } // Shader program if (draw.shader_program != cur_state.draw.shader_program) { @@ -642,9 +637,6 @@ OpenGLState& OpenGLState::ResetBuffer(GLuint handle) { if (draw.vertex_buffer == handle) { draw.vertex_buffer = 0; } - if (draw.uniform_buffer == handle) { - draw.uniform_buffer = 0; - } return *this; } diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index 439bfbc984..170dd40470 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -155,7 +155,6 @@ public: GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING - GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING GLuint shader_program; // GL_CURRENT_PROGRAM GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING } draw; diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 235732d863..4947f06fdd 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -248,7 +248,6 @@ void RendererOpenGL::InitOpenGLObjects() { state.draw.vertex_array = vertex_array.handle; state.draw.vertex_buffer = vertex_buffer.handle; - state.draw.uniform_buffer = 0; state.Apply(); // Attach vertex data to VAO