openglrenderer: use effective texture size rather than virtual size
Oof, this was an oopsie. This appears to fix the issues on AMD and some Intel GPUs (the most prominent issues at least).
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@@ -327,8 +327,8 @@ void OpenGLRenderer::DownloadFromTexture(Texture* texture, void *data, int lines
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PRINT_GL_ERRORS;
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functions_->glReadPixels(0,
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0,
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p.width(),
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p.height(),
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p.effective_width(),
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p.effective_height(),
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(QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGLES) ? GL_RGBA : GetPixelFormat(p.channel_count()),
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GetPixelType(p.format()),
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data);
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