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renderer_opengl: Only draw the screen if a framebuffer is specified.
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@ -100,6 +100,8 @@ RendererOpenGL::~RendererOpenGL() = default;
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) {
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Core::System::GetInstance().perf_stats.EndSystemFrame();
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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@ -114,20 +116,19 @@ void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&
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// performance problem.
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ConfigureFramebufferTexture(screen_info.texture, *framebuffer);
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}
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// Load the framebuffer from memory, draw it to the screen, and swap buffers
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LoadFBToScreenInfo(*framebuffer, screen_info);
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DrawScreens();
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render_window->SwapBuffers();
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}
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DrawScreens();
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Core::System::GetInstance().perf_stats.EndSystemFrame();
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// Swap buffers
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render_window->PollEvents();
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render_window->SwapBuffers();
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Core::System::GetInstance().frame_limiter.DoFrameLimiting(CoreTiming::GetGlobalTimeUs());
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Core::System::GetInstance().perf_stats.BeginSystemFrame();
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// Restore the rasterizer state
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prev_state.Apply();
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RefreshRasterizerSetting();
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}
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