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BlueToAlpha hack to avoid clearing the envmap in split/second :(
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@ -589,7 +589,7 @@ void FramebufferManagerCommon::ReinterpretFramebuffer(VirtualFramebuffer *vfb, G
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// Games that are marked as doing reinterpret just ignore this - better to keep the data than to clear.
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// Fixes #13717.
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if (!PSP_CoreParameter().compat.flags().ReinterpretFramebuffers) {
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if (!PSP_CoreParameter().compat.flags().ReinterpretFramebuffers && !PSP_CoreParameter().compat.flags().BlueToAlpha) {
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draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }, "FakeReinterpret");
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// Need to dirty anything that has command buffer dynamic state, in case we started a new pass above.
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// Should find a way to feed that information back, maybe... Or simply correct the issue in the rendermanager.
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