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gl_rasterizer.cpp: don't check for GL_ARB_copy_image when using GLES
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@ -62,7 +62,7 @@ RasterizerOpenGL::RasterizerOpenGL()
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"Shadow might not be able to render because of unsupported OpenGL extensions.");
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}
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if (!GLAD_GL_ARB_copy_image) {
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if (!GLAD_GL_ARB_copy_image && !GLES) {
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LOG_WARNING(Render_OpenGL,
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"ARB_copy_image not supported. Some games might produce artifacts.");
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}
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@ -782,7 +782,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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}
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OGLTexture temp_tex;
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if (need_duplicate_texture && GLAD_GL_ARB_copy_image) {
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if (need_duplicate_texture && (GLAD_GL_ARB_copy_image || GLES)) {
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// The game is trying to use a surface as a texture and framebuffer at the same time
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// which causes unpredictable behavior on the host.
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// Making a copy to sample from eliminates this issue and seems to be fairly cheap.
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