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Minor optimisation to reduce recording of redundant chunks
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@@ -323,7 +323,15 @@ void WrappedOpenGL::glReadBuffer(GLenum mode)
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if(m_State == WRITING_IDLE)
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{
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if(m_ReadFramebufferRecord)
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{
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Chunk *last = m_ReadFramebufferRecord->GetLastChunk();
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if(last->GetChunkType() == READ_BUFFER)
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{
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delete last;
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m_ReadFramebufferRecord->PopChunk();
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}
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m_ReadFramebufferRecord->AddChunk(scope.Get());
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}
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else
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m_DeviceRecord->AddChunk(scope.Get());
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}
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