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User chain support
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@@ -751,7 +751,6 @@ void __DisplayFlip(int cyclesLate) {
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// But, let's flip at least once every 10 vblanks, to update fps, etc.
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const bool noRecentFlip = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && numVBlanksSinceFlip >= 10;
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// Also let's always flip for animated shaders.
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const ShaderInfo *shaderInfo = g_Config.sPostShaderName == "Off" ? nullptr : GetPostShaderInfo(g_Config.sPostShaderName);
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bool postEffectRequiresFlip = false;
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bool duplicateFrames = g_Config.bRenderDuplicateFrames && g_Config.iFrameSkip == 0;
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@@ -764,11 +763,7 @@ void __DisplayFlip(int cyclesLate) {
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// postEffectRequiresFlip is not compatible with frameskip unthrottling, see #12325.
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if (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && !(unthrottleNeedsSkip && !FrameTimingThrottled())) {
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if (shaderInfo) {
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postEffectRequiresFlip = (shaderInfo->requires60fps || duplicateFrames);
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} else {
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postEffectRequiresFlip = duplicateFrames;
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}
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postEffectRequiresFlip = duplicateFrames || PostShaderChainRequires60FPS(GetFullPostShadersChain(g_Config.vPostShaderNames));
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}
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const bool fbDirty = gpu->FramebufferDirty();
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