HWRenderer: Only reload the framebuffer from gpu memory if the hw renderer is in use during a breakpoint.
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@ -25,6 +25,8 @@
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#include "common/math_util.h"
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#include "common/math_util.h"
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#include "common/vector_math.h"
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#include "common/vector_math.h"
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#include "core/settings.h"
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#include "video_core/pica.h"
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#include "video_core/pica.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_base.h"
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#include "video_core/utils.h"
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#include "video_core/utils.h"
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@ -45,8 +47,10 @@ void DebugContext::OnEvent(Event event, void* data) {
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{
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{
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std::unique_lock<std::mutex> lock(breakpoint_mutex);
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std::unique_lock<std::mutex> lock(breakpoint_mutex);
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if (Settings::values.use_hw_renderer) {
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// Commit the hardware renderer's framebuffer so it will show on debug widgets
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// Commit the hardware renderer's framebuffer so it will show on debug widgets
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VideoCore::g_renderer->hw_rasterizer->CommitFramebuffer();
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VideoCore::g_renderer->hw_rasterizer->CommitFramebuffer();
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}
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// TODO: Should stop the CPU thread here once we multithread emulation.
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// TODO: Should stop the CPU thread here once we multithread emulation.
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