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Fix sceKernelExitGame (regressed with the run-in-background stuff)
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@@ -1535,7 +1535,9 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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// It's possible this might be set outside PSP_RunLoopFor().
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// In this case, we need to double check it here.
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checkPowerDown();
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if (mode & ScreenRenderMode::TOP) {
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checkPowerDown();
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}
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid");
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draw->SetViewport(viewport);
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draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
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@@ -1622,6 +1624,9 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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return flags;
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}
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// NOTE: We don't check for powerdown if we're not the top screen.
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checkPowerDown();
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if (hasVisibleUI()) {
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// In most cases, this should already be bound and a no-op.
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_UI");
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