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	HWRenderer: Only reload the framebuffer from gpu memory if the hw renderer is in use during a breakpoint.
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					 1 changed files with 6 additions and 2 deletions
				
			
		|  | @ -25,6 +25,8 @@ | |||
| #include "common/math_util.h" | ||||
| #include "common/vector_math.h" | ||||
| 
 | ||||
| #include "core/settings.h" | ||||
| 
 | ||||
| #include "video_core/pica.h" | ||||
| #include "video_core/renderer_base.h" | ||||
| #include "video_core/utils.h" | ||||
|  | @ -45,8 +47,10 @@ void DebugContext::OnEvent(Event event, void* data) { | |||
|     { | ||||
|         std::unique_lock<std::mutex> lock(breakpoint_mutex); | ||||
| 
 | ||||
|         if (Settings::values.use_hw_renderer) { | ||||
|             // Commit the hardware renderer's framebuffer so it will show on debug widgets
 | ||||
|             VideoCore::g_renderer->hw_rasterizer->CommitFramebuffer(); | ||||
|         } | ||||
| 
 | ||||
|         // TODO: Should stop the CPU thread here once we multithread emulation.
 | ||||
| 
 | ||||
|  |  | |||
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