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synced 2026-10-19 09:19:05 +02:00
Hopefully robustify some logic in EmuScreen enough
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@@ -1306,6 +1306,8 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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bool skipBufferEffects = g_Config.bSkipBufferEffects;
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bool framebufferBound = false;
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if (mode & ScreenRenderMode::FIRST) {
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// Actually, always gonna be first when it exists (?)
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@@ -1327,6 +1329,7 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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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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skipBufferEffects = true;
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framebufferBound = true;
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}
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draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
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}
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@@ -1387,7 +1390,6 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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Core_UpdateDebugStats((DebugOverlay)g_Config.iDebugOverlay == DebugOverlay::DEBUG_STATS || g_Config.bLogFrameDrops);
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bool blockedExecution = Achievements::IsBlockingExecution();
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bool rebind = false;
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uint32_t clearColor = 0;
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if (!blockedExecution) {
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PSP_BeginHostFrame();
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@@ -1411,11 +1413,13 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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bool dangerousSettings = !Reporting::IsSupported();
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clearColor = dangerousSettings ? 0xFF900050 : 0xFF900000;
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_RuntimeError");
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framebufferBound = true;
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// The info is drawn later in renderUI
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} else {
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// If we're stepping, it's convenient not to clear the screen entirely, so we copy display to output.
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// This won't work in non-buffered, but that's fine.
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_Stepping");
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framebufferBound = true;
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// Just to make sure.
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if (PSP_IsInited()) {
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gpu->CopyDisplayToOutput(true);
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@@ -1427,7 +1431,7 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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// Didn't actually reach the end of the frame, ran out of the blockTicks cycles.
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// In this case we need to bind and wipe the backbuffer, at least.
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// It's possible we never ended up outputted anything - make sure we have the backbuffer cleared
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rebind = true;
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// So, we don't set framebufferBound here.
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break;
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}
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@@ -1437,8 +1441,11 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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Achievements::FrameUpdate();
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}
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if (gpu->PresentedThisFrame()) {
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framebufferBound = true;
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}
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if (gpu && !gpu->PresentedThisFrame() && !skipBufferEffects) {
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if (!framebufferBound) {
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_NoFrame");
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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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@@ -1460,8 +1467,6 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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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::CLEAR, RPAction::CLEAR }, "EmuScreen_UI");
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draw->SetViewport(viewport);
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cardboardDisableButton_->SetVisibility(g_Config.bEnableCardboardVR ? UI::V_VISIBLE : UI::V_GONE);
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screenManager()->getUIContext()->BeginFrame();
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