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ogl: clamp to edge for out of bound efb access
fixes issue 6898 OpenGL defaults are GL_REPEAT, which is even more unlikely than GL_CLAMP_TO_EDGE. As I can't test the behavoir of the real hardware, I changed it to how it works before, but I guess just clip the texture makes more sense.
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@ -267,6 +267,7 @@ void BPWritten(const BPCmd& bp)
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rc.top = (int)bpmem.copyTexSrcXY.y;
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// Here Width+1 like Height, otherwise some textures are corrupted already since the native resolution.
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// TODO: What's the behavior of out of bound access?
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rc.right = (int)(bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1);
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rc.bottom = (int)(bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1);
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