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Avoid redundant GPU-dirty propagation for direct buffer recreation
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@ -126,7 +126,7 @@ namespace skyline::gpu {
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copyBuffer(*newBuffer->guest, *srcBuffer->guest, newBuffer->backing->data(), srcBuffer->backing->data());
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copyBuffer(*newBuffer->guest, *srcBuffer->guest, newBuffer->backing->data(), srcBuffer->backing->data());
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}
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}
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} else {
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} else {
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if (srcBuffer->directGpuWritesActive) {
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if (srcBuffer->RefreshGpuWritesActiveDirect(false, {})) {
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newBuffer->MarkGpuDirtyImpl();
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newBuffer->MarkGpuDirtyImpl();
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} else if (srcBuffer->directTrackedShadowActive) {
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} else if (srcBuffer->directTrackedShadowActive) {
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newBuffer->EnableTrackedShadowDirect();
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newBuffer->EnableTrackedShadowDirect();
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