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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() | |||
|   { | ||||
|     if (IsUsingMultisampling()) | ||||
|     { | ||||
|       UpdateVRAMReadTexture(); | ||||
|       if (m_vram_dirty_rect.Intersects( | ||||
|             Common::Rectangle<u32>::FromExtents(m_crtc_state.display_vram_left, m_crtc_state.display_vram_top, | ||||
|                                                 m_crtc_state.display_vram_width, m_crtc_state.display_vram_height))) | ||||
|       { | ||||
|         UpdateVRAMReadTexture(); | ||||
|       } | ||||
| 
 | ||||
|       m_host_display->SetDisplayTexture(&m_vram_read_texture, HostDisplayPixelFormat::RGBA8, | ||||
|                                         m_vram_read_texture.GetWidth(), m_vram_read_texture.GetHeight(), 0, 0, | ||||
|                                         m_vram_read_texture.GetWidth(), m_vram_read_texture.GetHeight()); | ||||
|  |  | |||
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	 Connor McLaughlin
						Connor McLaughlin