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AbstractTexture: Move Bind() method to Renderer
This makes state tracking simpler, and enables easier porting to command lists later on.
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@ -136,7 +136,6 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
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s_encoding_readback_texture->ReadTexels(copy_rect, destAddr, writeStride);
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FramebufferManager::SetFramebuffer(0);
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OGLTexture::SetStage();
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}
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void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 native_width,
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