Remember bound framebuffer to avoid glGetInteger use. (#1273)
glGetInteger seems to sync with GPU which is less than ideal, and slowing down texture copies.
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@ -23,8 +23,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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Extents2D dstRegion,
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bool linearFilter)
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{
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int oldReadFramebufferHandle = GL.GetInteger(GetPName.ReadFramebufferBinding);
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int oldDrawFramebufferHandle = GL.GetInteger(GetPName.DrawFramebufferBinding);
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(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy());
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy());
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