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Wipe all FBOs on device lost. May help app switching issues on Android.
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@ -233,6 +233,7 @@ void GLES_GPU::DeviceLost() {
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// FBO:s appear to survive? Or no?
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shaderManager_->ClearCache(false);
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textureCache_.Clear(false);
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framebufferManager_.DeviceLost();
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}
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void GLES_GPU::InitClear() {
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@ -567,6 +567,11 @@ void FramebufferManager::EndFrame() {
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}
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}
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void FramebufferManager::DeviceLost() {
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DestroyAllFBOs();
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resized_ = false;
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}
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void FramebufferManager::BeginFrame() {
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DecimateFBOs();
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// NOTE - this is all wrong. At the beginning of the frame is a TERRIBLE time to draw the fb.
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@ -94,6 +94,7 @@ public:
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void BeginFrame();
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void EndFrame();
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void Resized();
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void DeviceLost();
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void CopyDisplayToOutput();
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void SetRenderFrameBuffer(); // Uses parameters computed from gstate
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void UpdateFromMemory(u32 addr, int size);
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