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gl_rasterizer: Use 32 texture units instead of 3.
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@ -22,6 +22,7 @@
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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using PixelFormat = SurfaceParams::PixelFormat;
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using SurfaceType = SurfaceParams::SurfaceType;
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@ -139,7 +139,7 @@ private:
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OGLVertexArray hw_vao;
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std::array<bool, 16> hw_vao_enabled_attributes;
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std::array<SamplerInfo, 3> texture_samplers;
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std::array<SamplerInfo, 32> texture_samplers;
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static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024;
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std::unique_ptr<OGLStreamBuffer> vertex_buffer;
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OGLBuffer uniform_buffer;
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@ -85,7 +85,7 @@ public:
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struct {
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GLuint texture_2d; // GL_TEXTURE_BINDING_2D
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GLuint sampler; // GL_SAMPLER_BINDING
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} texture_units[3];
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} texture_units[32];
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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