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OGL-TextureConverter: Keep care about the global state ifself
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@ -264,6 +264,9 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, unsigned int ds
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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if (g_ActiveConfig.bSkipEFBCopyToRam)
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{
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this->Zero(dstPointer);
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@ -277,16 +280,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, unsigned int ds
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BytesPerRow(),
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NumBlocksY(),
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memory_stride,
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read_texture,
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srcFormat == PEControl::Z24,
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srcFormat,
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isIntensity,
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scaleByHalf,
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srcRect);
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}
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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}
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TextureCache::TextureCache()
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