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Keep framebuffer sources alive.
Hopefully this is not too dangerous...
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@ -978,6 +978,9 @@ void TextureCache::SetTextureFramebuffer(TexCacheEntry *entry)
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// But let's still not use random memory.
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if (entry->framebuffer->fbo && entry->invalidHint != -1) {
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fbo_bind_color_as_texture(entry->framebuffer->fbo, 0);
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// Keep the framebuffer alive.
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// TODO: Dangerous if it sets a new one?
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entry->framebuffer->last_frame_used = gpuStats.numFlips;
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} else {
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glBindTexture(GL_TEXTURE_2D, 0);
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gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
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