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Rename Slow Framebuf effects to Shader Blending (might remove). Reassign readbacks to BlockTransferGPU.
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@@ -494,7 +494,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(Framebuffer
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currentRenderVfb_ = vfb;
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// Assume that if we're clearing right when switching to a new framebuffer, we don't need to upload.
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if (useBufferedRendering_ && !g_Config.bDisableSlowFramebufEffects && params.isDrawing) {
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if (useBufferedRendering_ && params.isDrawing) {
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gpu->PerformMemoryUpload(params.fb_address, byteSize);
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// Alpha was already done by PerformMemoryUpload.
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PerformStencilUpload(params.fb_address, byteSize, StencilUpload::STENCIL_IS_ZERO | StencilUpload::IGNORE_ALPHA);
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@@ -1233,7 +1233,7 @@ void FramebufferManagerCommon::DownloadFramebufferOnSwitch(VirtualFramebuffer *v
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// Some games will draw to some memory once, and use it as a render-to-texture later.
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// To support this, we save the first frame to memory when we have a safe w/h.
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// Saving each frame would be slow.
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if (!g_Config.bDisableSlowFramebufEffects && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
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if (g_Config.bBlockTransferGPU && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
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ReadFramebufferToMemory(vfb, 0, 0, vfb->safeWidth, vfb->safeHeight, RASTER_COLOR);
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vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR;
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vfb->safeWidth = 0;
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