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Add some extra logging
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@ -226,12 +226,16 @@ void MelonDsDs::OpenGLRenderState::ContextReset(melonDS::NDS& nds, const CoreCon
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retro_assert(status == GL_FRAMEBUFFER_COMPLETE);
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// Initialize global OpenGL resources (e.g. VAOs) and get config info (e.g. limits)
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retro::debug("Setting up GL state");
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glsm_ctl(GLSM_CTL_STATE_SETUP, nullptr);
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retro::debug("Set up GL state");
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// Start using global OpenGL structures
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{
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TracyGpuZone("GLSM_CTL_STATE_BIND");
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retro::debug("Binding GL state");
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glsm_ctl(GLSM_CTL_STATE_BIND, nullptr);
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retro::debug("Bound GL state");
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}
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// HACK: Makes the core resilient to context loss by cleaning up the stale OpenGL renderer
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@ -244,6 +248,7 @@ void MelonDsDs::OpenGLRenderState::ContextReset(melonDS::NDS& nds, const CoreCon
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}
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renderer->SetRenderSettings(config.BetterPolygonSplitting(), config.ScaleFactor());
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nds.GPU.SetRenderer3D(std::move(renderer));
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retro::debug("Installed OpenGL renderer");
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SetUpCoreOpenGlState(config);
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_contextInitialized = true;
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