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Invalidate buffers after using for post shaders.
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@ -1115,7 +1115,6 @@ void FramebufferManager::CopyDisplayToOutput() {
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CenterRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight);
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// TODO ES3: Use glInvalidateFramebuffer to discard depth/stencil data at the end of frame.
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// and to discard extraFBOs_ after using them.
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const float u0 = offsetX / (float)vfb->bufferWidth;
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const float v0 = offsetY / (float)vfb->bufferHeight;
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@ -1167,6 +1166,12 @@ void FramebufferManager::CopyDisplayToOutput() {
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glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
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DrawActiveTexture(colorTexture, x, y, w, h, (float)PSP_CoreParameter().pixelWidth, (float)PSP_CoreParameter().pixelHeight, true, u0, v0, u1, v1);
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}
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if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
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fbo_bind_as_render_target(extraFBOs_[0]);
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GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
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glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
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}
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} else {
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if (g_Config.bEnableCardboard) {
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// Left Eye Image
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