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Don't use PPGe for debug overlays. Fixes fps counter in games where it didn't work before.
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@@ -34,13 +34,15 @@
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/HLE/sceDisplay.h"
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#include "Core/Debugger/SymbolMap.h"
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#include "GamepadEmu.h"
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#include "UIShader.h"
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#include "UI/ui_atlas.h"
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#include "UI/GamepadEmu.h"
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#include "UI/UIShader.h"
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#include "MenuScreens.h"
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#include "EmuScreen.h"
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#include "UI/MenuScreens.h"
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#include "UI/EmuScreen.h"
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EmuScreen::EmuScreen(const std::string &filename) : invalid_(true) {
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CheckGLExtensions();
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@@ -258,6 +260,23 @@ void EmuScreen::render() {
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DrawWatermark();
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if (g_Config.bShowDebugStats) {
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char statbuf[2048];
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__DisplayGetDebugStats(statbuf);
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ui_draw2d.SetFontScale(.7f, .7f);
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ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF);
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ui_draw2d.SetFontScale(1.0f, 1.0f);
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}
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if (g_Config.bShowFPSCounter) {
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float vps, fps;
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__DisplayGetFPS(&vps, &fps);
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char fpsbuf[256];
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sprintf(fpsbuf, "VPS: %0.1f", vps);
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ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT);
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}
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glsl_bind(UIShader_Get());
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ui_draw2d.End();
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ui_draw2d.Flush();
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