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(Partially) slip thin3d underneath DrawBuffer.
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@@ -50,7 +50,6 @@
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#include "UI/ui_atlas.h"
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#include "UI/OnScreenDisplay.h"
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#include "UI/GamepadEmu.h"
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#include "UI/UIShader.h"
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#include "UI/MainScreen.h"
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#include "UI/EmuScreen.h"
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#include "UI/DevScreens.h"
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@@ -705,14 +704,14 @@ void EmuScreen::render() {
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if (useBufferedRendering)
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fbo_unbind();
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UIShader_Prepare();
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uiTexture->Bind(0);
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screenManager()->getUIContext()->RebindTexture();
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Thin3DContext *thin3d = screenManager()->getThin3DContext();
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glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
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glstate.viewport.restore();
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ui_draw2d.Begin(UIShader_Get(), DBMODE_NORMAL);
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thin3d->SetBlendState(thin3d->GetBlendStatePreset(BS_STANDARD_ALPHA));
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ui_draw2d.Begin(thin3d->GetShaderSetPreset(SS_TEXTURE_COLOR_2D), DBMODE_NORMAL);
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if (root_) {
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UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_);
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@@ -757,7 +756,6 @@ void EmuScreen::render() {
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ui_draw2d.SetFontScale(1.0f, 1.0f);
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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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