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Fix texture 0 not being bound for compute
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442485adb3
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@ -285,6 +285,13 @@ namespace Ryujinx.Graphics.OpenGL
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public void Dispatch(int groupsX, int groupsY, int groupsZ)
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{
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if (!_program.IsLinked)
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{
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return;
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}
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PrepareForDispatch();
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GL.DispatchCompute(groupsX, groupsY, groupsZ);
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}
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@ -872,6 +879,14 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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private void PrepareForDispatch()
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{
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if (_unit0Texture != null)
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{
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_unit0Texture.Bind(0);
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}
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}
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private void PrepareForDraw()
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{
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_vertexArray.Validate();
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@ -894,10 +909,5 @@ namespace Ryujinx.Graphics.OpenGL
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(_componentMasks[index] & 8u) != 0);
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}
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}
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public void RebindProgram()
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{
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_program?.Bind();
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}
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}
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}
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