See if this is enough to get debug symbols on Play

This commit is contained in:
Henrik Rydgård
2026-01-18 00:13:10 +01:00
parent 21611bfb52
commit 41ee923c8c
2 changed files with 5 additions and 1 deletions
+2 -1
View File
@@ -1659,7 +1659,8 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
Draw::BackendState state = draw->GetCurrentBackendState();
if (state.valid) {
_dbg_assert_msg_(state.passes >= 1, "skipB: %d sw: %d mode: %d back: %d tag: %s behi: %d", (int)skipBufferEffects, (int)g_Config.bSoftwareRendering, (int)mode, (int)g_Config.iGPUBackend, screenManager()->topScreen()->tag(), (int)g_Config.bRunBehindPauseMenu);
// The below can trigger when switching from skip-buffer-effects. We don't really care anymore...
// _dbg_assert_msg_(state.passes >= 1, "skipB: %d sw: %d mode: %d back: %d tag: %s behi: %d", (int)skipBufferEffects, (int)g_Config.bSoftwareRendering, (int)mode, (int)g_Config.iGPUBackend, screenManager()->topScreen()->tag(), (int)g_Config.bRunBehindPauseMenu);
// Workaround any remaining bugs like this.
if (state.passes == 0) {
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, }, "EmuScreen_SafeFallback");