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GPU/Vulkan: Only update sample texture when render area dirty
Fixes crash when using Show VRAM in some games with Vulkan.
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@ -1214,7 +1214,13 @@ void GPU_HW_Vulkan::UpdateDisplay()
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{
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{
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if (IsUsingMultisampling())
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if (IsUsingMultisampling())
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{
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{
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UpdateVRAMReadTexture();
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if (m_vram_dirty_rect.Intersects(
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Common::Rectangle<u32>::FromExtents(m_crtc_state.display_vram_left, m_crtc_state.display_vram_top,
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m_crtc_state.display_vram_width, m_crtc_state.display_vram_height)))
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{
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UpdateVRAMReadTexture();
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}
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m_host_display->SetDisplayTexture(&m_vram_read_texture, HostDisplayPixelFormat::RGBA8,
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m_host_display->SetDisplayTexture(&m_vram_read_texture, HostDisplayPixelFormat::RGBA8,
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m_vram_read_texture.GetWidth(), m_vram_read_texture.GetHeight(), 0, 0,
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m_vram_read_texture.GetWidth(), m_vram_read_texture.GetHeight(), 0, 0,
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m_vram_read_texture.GetWidth(), m_vram_read_texture.GetHeight());
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m_vram_read_texture.GetWidth(), m_vram_read_texture.GetHeight());
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