From e5339bdaa295d364988f3420104949a0165fe725 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Thu, 18 Jan 2024 22:08:33 +0100 Subject: [PATCH] Fix issue on EmuScreen after a crash --- UI/EmuScreen.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/UI/EmuScreen.cpp b/UI/EmuScreen.cpp index 415fbecbe2..2533f77d39 100644 --- a/UI/EmuScreen.cpp +++ b/UI/EmuScreen.cpp @@ -1612,7 +1612,6 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) { PSP_EndHostFrame(); } - screenManager()->getUIContext()->BeginFrame(); if (gpu && !gpu->PresentedThisFrame() && !skipBufferEffects) { draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, clearColor }, "EmuScreen_NoFrame"); @@ -1620,6 +1619,8 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) { draw->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres); } + screenManager()->getUIContext()->BeginFrame(); + if (!(mode & ScreenRenderMode::TOP)) { // We're in run-behind mode, but we don't want to draw chat, debug UI and stuff. // So, darken and bail here.