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Move framebufChanged into the dirty flag field
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@@ -287,7 +287,7 @@ void GetFramebufferHeuristicInputs(FramebufferHeuristicParams *params, const GPU
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}
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VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const FramebufferHeuristicParams ¶ms, u32 skipDrawReason) {
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gstate_c.framebufChanged = false;
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gstate_c.Clean(DIRTY_FRAMEBUF);
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// Collect all parameters. This whole function has really become a cesspool of heuristics...
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// but it appears that's what it takes, unless we emulate VRAM layout more accurately somehow.
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