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GLES: Use aligned memory for textures.
We use SSE on them, and they used to be aligned, and must be aligned in PSP RAM, so keep them aligned. This only really affects 32-bit, since allocs will typically be aligned on 64-bit anyway. Fixes #10601.
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@@ -367,7 +367,7 @@ void FramebufferManagerGLES::MakePixelTexture(const u8 *srcPixels, GEBufferForma
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break;
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}
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}
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render_->TextureImage(drawPixelsTex_, 0, texWidth, height, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, convBuf, false);
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render_->TextureImage(drawPixelsTex_, 0, texWidth, height, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, convBuf, GLRAllocType::NEW, false);
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render_->FinalizeTexture(drawPixelsTex_, 0, false);
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// TODO: Return instead?
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