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GPU/OpenGL: Use linear sampling for VRAM write replacement blit
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@ -769,7 +769,7 @@ bool GPU_HW_OpenGL::BlitVRAMReplacementTexture(const TextureReplacementTexture*
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if (!m_vram_write_replacement_texture.IsValid())
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if (!m_vram_write_replacement_texture.IsValid())
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{
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{
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if (!m_vram_write_replacement_texture.Create(tex->GetWidth(), tex->GetHeight(), 1, GL_RGBA, GL_RGBA,
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if (!m_vram_write_replacement_texture.Create(tex->GetWidth(), tex->GetHeight(), 1, GL_RGBA, GL_RGBA,
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GL_UNSIGNED_BYTE, tex->GetPixels()) ||
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GL_UNSIGNED_BYTE, tex->GetPixels(), true) ||
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!m_vram_write_replacement_texture.CreateFramebuffer())
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!m_vram_write_replacement_texture.CreateFramebuffer())
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{
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{
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m_vram_write_replacement_texture.Destroy();
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m_vram_write_replacement_texture.Destroy();
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