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GPU/HW: Use wrap texture address modes
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@ -228,10 +228,12 @@ bool GPU_HW_OpenGL::CreateFramebuffer()
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const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
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const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
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if (!m_vram_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) ||
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if (!m_vram_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false,
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true) ||
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!m_vram_depth_texture.Create(texture_width, texture_height, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
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GL_UNSIGNED_SHORT, nullptr, false) ||
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!m_vram_read_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) ||
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!m_vram_read_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false,
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true) ||
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!m_vram_read_texture.CreateFramebuffer() ||
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!m_vram_encoding_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) ||
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!m_vram_encoding_texture.CreateFramebuffer() ||
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