Cleanup: GPUTexture: Remove uneeded bind
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@@ -78,13 +78,8 @@ void GPENCIL_antialiasing_init(struct GPENCIL_Data *vedata)
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false,
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NULL);
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GPU_texture_bind(txl->smaa_search_tx, 0);
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GPU_texture_filter_mode(txl->smaa_search_tx, true);
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GPU_texture_unbind(txl->smaa_search_tx);
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GPU_texture_bind(txl->smaa_area_tx, 0);
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GPU_texture_filter_mode(txl->smaa_area_tx, true);
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GPU_texture_unbind(txl->smaa_area_tx);
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}
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{
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@@ -382,12 +382,10 @@ GPUTexture *GPU_viewport_texture_pool_query(
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}
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tex = GPU_texture_create_2d(width, height, format, NULL, NULL);
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GPU_texture_bind(tex, 0);
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/* Doing filtering for depth does not make sense when not doing shadow mapping,
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* and enabling texture filtering on integer texture make them unreadable. */
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bool do_filter = !GPU_texture_depth(tex) && !GPU_texture_integer(tex);
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GPU_texture_filter_mode(tex, do_filter);
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GPU_texture_unbind(tex);
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ViewportTempTexture *tmp_tex = MEM_callocN(sizeof(ViewportTempTexture), "ViewportTempTexture");
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tmp_tex->texture = tex;
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