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Avoid unbinding the current fbo on block transfer.
Improves God of War performance by 25% (at least in the demo.)
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@@ -1674,13 +1674,13 @@ void FramebufferManager::UpdateFromMemory(u32 addr, int size, bool safe) {
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if (!Memory::IsValidAddress(displayFramebufPtr_))
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return;
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fbo_unbind();
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currentRenderVfb_ = 0;
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bool needUnbind = false;
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for (size_t i = 0; i < vfbs_.size(); ++i) {
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VirtualFramebuffer *vfb = vfbs_[i];
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if (MaskedEqual(vfb->fb_address, addr)) {
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fbo_unbind();
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currentRenderVfb_ = 0;
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vfb->dirtyAfterDisplay = true;
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vfb->reallyDirtyAfterDisplay = true;
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// TODO: This without the fbo_unbind() above would be better than destroying the FBO.
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