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Fix event order and some logic. Can now change skip buffer effect while running in background.
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@@ -1326,7 +1326,7 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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// We only bind it in FramebufferManager::CopyDisplayToOutput (unless non-buffered)...
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// We do, however, start the frame in other ways.
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if ((g_Config.bSkipBufferEffects && !g_Config.bSoftwareRendering) || Core_IsStepping()) {
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if ((skipBufferEffects && !g_Config.bSoftwareRendering) || Core_IsStepping()) {
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// We need to clear here already so that drawing during the frame is done on a clean slate.
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if (Core_IsStepping() && gpuStats.numFlips != 0) {
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::CLEAR, RPAction::CLEAR }, "EmuScreen_BackBuffer");
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@@ -1348,12 +1348,12 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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System_Notify(SystemNotification::KEEP_SCREEN_AWAKE);
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} else if (!Core_ShouldRunBehind() && strcmp(screenManager()->topScreen()->tag(), "DevMenu") != 0) {
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// Just to make sure.
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if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
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if (PSP_IsInited() && !skipBufferEffects) {
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PSP_BeginHostFrame();
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gpu->CopyDisplayToOutput(true);
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PSP_EndHostFrame();
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}
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if (!gpu->PresentedThisFrame()) {
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if (!framebufferBound && !gpu->PresentedThisFrame()) {
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, }, "EmuScreen_Behind");
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}
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// Need to make sure the UI texture is available, for "darken".
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