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Don't go decimate happy on FBOs if a game reuses.
Some games, e.g. games that render at < 60fps, reuse FBOs. This was making all three pointers the same, making us more likely to decimate things when we ought not to.
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-2
@@ -481,8 +481,12 @@ void FramebufferManager::CopyDisplayToOutput() {
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vfb->usageFlags |= FB_USAGE_DISPLAYED_FRAMEBUFFER;
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vfb->dirtyAfterDisplay = false;
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prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
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prevDisplayFramebuf_ = displayFramebuf_;
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if (prevDisplayFramebuf_ != displayFramebuf_) {
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prevPrevDisplayFramebuf_ = prevDisplayFramebuf_;
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}
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if (displayFramebuf_ != vfb) {
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prevDisplayFramebuf_ = displayFramebuf_;
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}
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displayFramebuf_ = vfb;
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currentRenderVfb_ = 0;
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