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Remember bound framebuffer to avoid glGetInteger use. (#1273)
glGetInteger seems to sync with GPU which is less than ideal, and slowing down texture copies.
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@@ -44,8 +44,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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bool[] oldFramebufferColorWritemask = new bool[4];
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int oldReadFramebufferHandle = GL.GetInteger(GetPName.ReadFramebufferBinding);
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int oldDrawFramebufferHandle = GL.GetInteger(GetPName.DrawFramebufferBinding);
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(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
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GL.GetBoolean(GetIndexedPName.ColorWritemask, drawFramebuffer, oldFramebufferColorWritemask);
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