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Win32: Plumb through an attempt at handling Vulkan device lost.
Unfortunately, recreating the device fails on NV.
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@@ -1414,10 +1414,12 @@ static void DrawFrameTimes(UIContext *ctx, const Bounds &bounds) {
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ctx->RebindTexture();
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}
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void EmuScreen::preRender() {
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bool 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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if (!draw->BeginFrame()) {
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return false;
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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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@@ -1443,6 +1445,7 @@ void EmuScreen::preRender() {
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draw->SetViewport(viewport);
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}
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draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
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return true;
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}
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void EmuScreen::postRender() {
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