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TextureCache: Implement deferred/batched EFB copies
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@ -724,6 +724,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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// state changes the specialized shader will not take over.
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g_vertex_manager->InvalidatePipelineObject();
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// Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame
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// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending copies.
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g_texture_cache->FlushEFBCopies();
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Core::Callback_VideoCopiedToXFB(true);
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}
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