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[Fix] (TextureState): fix a horrible performance bug
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@@ -963,7 +963,7 @@ GLenum TextureState::CheckUpdatingTextureRegion2DValidity_(GLenum target, GLint
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return GL_INVALID_OPERATION;
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}
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auto tex = textures[boundTex];
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const auto& tex = textures[boundTex];
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if (tex.IsImmutable()) {
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MG_Util::Debug::LogE("MG_State: Texture: CheckUpdatingTextureRegion2DValidity_ texture is immutable");
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@@ -1002,7 +1002,7 @@ GLenum TextureState::CheckUpdatingTextureRegion2DValidity_(GLenum target, GLint
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return GL_INVALID_OPERATION;
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}
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TextureParams::MipmapLevel& mip = mipIt->second;
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const auto& mip = mipIt->second;
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if (xoffset + width > mip.width || yoffset + height > mip.height) {
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MG_Util::Debug::LogE("MG_State: Texture: CheckUpdatingTextureRegion2DValidity_ region out of bounds: "
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"x=%d+%d > %d or y=%d+%d > %d",
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