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Fix some "double-binds" of the backbuffer.
These are already eliminated by the queuerunner, but better not to generate them in the first place, for easier sanity checks.
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@@ -1342,13 +1342,13 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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if (mode & ScreenRenderMode::TOP) {
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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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// Not on top. Let's not execute, only draw the image.
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, }, "EmuScreen_Stepping");
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// Just to make sure.
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if (PSP_IsInited() && !g_Config.bSkipBufferEffects) {
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PSP_BeginHostFrame();
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gpu->CopyDisplayToOutput(true);
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PSP_EndHostFrame();
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} else {
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, }, "EmuScreen_Stepping");
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}
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// Need to make sure the UI texture is available, for "darken".
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screenManager()->getUIContext()->BeginFrame();
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