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	Merge pull request #622 from Subv/unused_tex
GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
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				| @ -654,7 +654,7 @@ private: | |||||||
|             INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"), |             INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"), | ||||||
|             INST("1110111110010---", Id::LD_C, Type::Memory, "LD_C"), |             INST("1110111110010---", Id::LD_C, Type::Memory, "LD_C"), | ||||||
|             INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"), |             INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"), | ||||||
|             INST("1100000000111---", Id::TEX, Type::Memory, "TEX"), |             INST("110000----111---", Id::TEX, Type::Memory, "TEX"), | ||||||
|             INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"), |             INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"), | ||||||
|             INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"), |             INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"), | ||||||
|             INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"), |             INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"), | ||||||
|  | |||||||
| @ -686,7 +686,10 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program, | |||||||
| 
 | 
 | ||||||
|         // Bind the uniform to the sampler.
 |         // Bind the uniform to the sampler.
 | ||||||
|         GLint uniform = glGetUniformLocation(program, entry.GetName().c_str()); |         GLint uniform = glGetUniformLocation(program, entry.GetName().c_str()); | ||||||
|         ASSERT(uniform != -1); |         if (uniform == -1) { | ||||||
|  |             continue; | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|         glProgramUniform1i(program, uniform, current_bindpoint); |         glProgramUniform1i(program, uniform, current_bindpoint); | ||||||
| 
 | 
 | ||||||
|         const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset()); |         const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset()); | ||||||
|  | |||||||
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