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GE Debugger: Avoid overwriting in softgpu playback.
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@ -1039,8 +1039,9 @@ void DumpExecute::Framebuf(int level, u32 ptr, u32 sz) {
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// And now also copy the data into VRAM (in case it wasn't actually rendered.)
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u32 headerSize = (u32)sizeof(FramebufData);
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u32 pspSize = sz - headerSize;
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// TODO: Potentially skip this if flags & 1 (means it was rendered to previously.)
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if (Memory::IsValidRange(framebuf->addr, pspSize)) {
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const bool isTarget = (framebuf->flags & 1) != 0;
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// Could potentially always skip if !isTarget, but playing it safe for offset texture behavior.
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if (Memory::IsValidRange(framebuf->addr, pspSize) && (!isTarget || !g_Config.bSoftwareRendering)) {
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// Intentionally don't trigger an upload here.
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Memory::MemcpyUnchecked(framebuf->addr, pushbuf.data() + ptr + headerSize, pspSize);
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}
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