Fix sceKernelExitGame (regressed with the run-in-background stuff)

This commit is contained in:
Henrik Rydgård committed 2023-12-30 11:58:29 +01:00
1 parent a023dc98f0
commit 4e90d82e23
1 file changed
+6 -1
+6 -1
View File
@@ -1535,7 +1535,9 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
// It's possible this might be set outside PSP_RunLoopFor().
// In this case, we need to double check it here.
checkPowerDown();
if (mode & ScreenRenderMode::TOP) {
checkPowerDown();
}
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_Invalid");
draw->SetViewport(viewport);
draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
@@ -1622,6 +1624,9 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
return flags;
}
// NOTE: We don't check for powerdown if we're not the top screen.
checkPowerDown();
if (hasVisibleUI()) {
// In most cases, this should already be bound and a no-op.
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_UI");