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GLES: Small cleanups
Scissor the stencil readback to the region actually being read back - latent, every caller passes a zero origin today. Remove a DecodeVerts call that can never do anything: both branches above it have already advanced decodeVertsCounter_ to numDrawVerts_. Worse than useless, since in the non-skinning branch the vertices went to the push buffer, so decoded_ doesn't hold them.
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@@ -292,7 +292,6 @@ void DrawEngineGLES::Flush() {
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int vertexCount;
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int maxIndex;
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bool useElements;
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DecodeVerts(dec_, decoded_);
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DecodeIndsAndGetData(&prim, &vertexCount, &maxIndex, &useElements, false);
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gpuStats.perFrame.numVertsDrawn += vertexCount;
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@@ -136,7 +136,9 @@ bool FramebufferManagerGLES::ReadbackStencilbuffer(Draw::Framebuffer *fbo, int x
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draw_->BindSamplerStates(TEX_SLOT_PSP_TEXTURE, 1, &stencilReadbackSampler_);
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// We must bind the program after starting the render pass.
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draw_->SetScissorRect(0, 0, w, h);
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// Note: scissor to the region we're about to read back, not to (0, 0, w, h) - every caller
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// passes (0, 0) today, but with a nonzero origin the copy below would read scissored-away pixels.
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draw_->SetScissorRect(x, y, w, h);
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draw_->BindPipeline(stencilReadbackPipeline_);
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// Fullscreen triangle coordinates.
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