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OGL: Bind the attributeless VAO before EFB copies.
Fixes crashes in Zack & Wiki using an older NVIDIA driver.
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@ -141,9 +141,12 @@ void OpenGL_BindAttributelessVAO()
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void OpenGL_DeleteAttributelessVAO()
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void OpenGL_DeleteAttributelessVAO()
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{
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{
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glDeleteVertexArrays(1, &attributelessVAO);
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if (attributelessVAO)
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glDeleteBuffers(1, &attributelessVBO);
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{
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glDeleteVertexArrays(1, &attributelessVAO);
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glDeleteBuffers(1, &attributelessVBO);
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attributelessVAO = 0;
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attributelessVAO = 0;
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attributelessVBO = 0;
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attributelessVBO = 0;
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}
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}
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}
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@ -249,6 +249,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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{
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{
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FramebufferManager::SetFramebuffer(framebuffer);
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FramebufferManager::SetFramebuffer(framebuffer);
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OpenGL_BindAttributelessVAO();
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glActiveTexture(GL_TEXTURE0+9);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
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glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
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