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ActivateTopScissor doesn't belong in UIContext::Begin.
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@@ -1165,11 +1165,6 @@ void EmuScreen::preRender() {
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using namespace Draw;
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DrawContext *draw = screenManager()->getDrawContext();
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draw->BeginFrame();
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// Let's be consistent for the entire frame. We skip the UI texture if we don't need it.
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hasVisibleUI_ = hasVisibleUI();
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if (hasVisibleUI_) {
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screenManager()->getUIContext()->BeginFrame();
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}
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// Here we do NOT bind the backbuffer or clear the screen, unless non-buffered.
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// The emuscreen is different than the others - we really want to allow the game to render to framebuffers
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// before we ever bind the backbuffer for rendering. On mobile GPUs, switching back and forth between render
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@@ -1268,7 +1263,8 @@ void EmuScreen::render() {
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if (invalid_)
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return;
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if (hasVisibleUI_) {
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if (hasVisibleUI()) {
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screenManager()->getUIContext()->BeginFrame();
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renderUI();
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}
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