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GLES: Fix render-to-self detection.
Was broken by the recent fb_address changes, so match Vulkan and D3D11 for consistency.
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@ -454,7 +454,7 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
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skipCopy = true;
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}
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if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) {
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if (!skipCopy && framebuffer == currentRenderVfb_) {
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// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
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Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
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if (renderCopy) {
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@ -513,7 +513,7 @@ void FramebufferManagerGLES::BindFramebufferAsColorTexture(int stage, VirtualFra
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if (GPUStepping::IsStepping() || g_Config.bDisableSlowFramebufEffects) {
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skipCopy = true;
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}
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if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) {
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if (!skipCopy && framebuffer == currentRenderVfb_) {
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// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
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Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight, (Draw::FBColorDepth)framebuffer->colorDepth);
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if (renderCopy) {
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