public GLTexture TextureCacheGetAndBind(GpuStateStruct* GpuState)
{
if (_DynarecConfig.EnableRenderTarget)
{
var TextureMappingState = &GpuState->TextureMappingState;
var ClutState = &TextureMappingState->ClutState;
var TextureState = &TextureMappingState->TextureState;
var Key = new DrawBufferKey()
{
Address = TextureState->Mipmap0.Address,
};
if (DrawBufferTextures.ContainsKey(Key))
{
return GetOrCreateDrawBufferTexture(Key).RenderTarget.TextureColor.Bind();
}
}
var CurrentTexture = OpenglGpuImpl.TextureCache.Get(GpuState);
CurrentTexture.Bind();
return CurrentTexture.Texture;
}