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Respect stage in BindFramebufferAsColorTexture().
Introduced in #13634, only matters in error cases.
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@@ -825,7 +825,7 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int
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bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
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if (!framebuffer->fbo || !useBufferedRendering_) {
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draw_->BindTexture(0, nullptr);
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draw_->BindTexture(stage, nullptr);
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gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
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return false;
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}
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@@ -859,7 +859,7 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF
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// Actually if the texture region and render regions don't overlap, this is safe, but we need
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// to transition to GENERAL image layout which will take some trickery.
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// Badness on D3D11 to bind the currently rendered-to framebuffer as a texture.
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draw_->BindTexture(0, nullptr);
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draw_->BindTexture(stage, nullptr);
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gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
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return false;
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}
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