Fix a wrong assert

This commit is contained in:
Henrik Rydgård 2024-10-03 11:59:56 +02:00
parent 30bbb212d2
commit 8d380e260a
2 changed files with 5 additions and 7 deletions

View file

@ -383,7 +383,7 @@ public:
BackendState GetCurrentBackendState() const override {
return BackendState{
(u32)renderManager_.GetNumSteps(),
true,
true, // Means that the other value is meaningful.
};
}

View file

@ -1328,12 +1328,6 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
return flags; // shouldn't really happen but I've seen a suspicious stack trace..
}
// Sanity check
#ifdef _DEBUG
Draw::BackendState state = draw->GetCurrentBackendState();
_dbg_assert_(!state.valid || state.passes == 0);
#endif
GamepadUpdateOpacity();
bool skipBufferEffects = g_Config.bSkipBufferEffects;
@ -1501,6 +1495,10 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
}
Draw::BackendState state = draw->GetCurrentBackendState();
// We allow if !state.valid, that means it's not the Vulkan backend.
_assert_msg_(!state.valid || state.passes >= 1, "skipB: %d sw: %d", (int)skipBufferEffects, (int)g_Config.bSoftwareRendering);
screenManager()->getUIContext()->BeginFrame();
if (!(mode & ScreenRenderMode::TOP)) {