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Draw "OSM" as a view. ES 3.0: Tell tilers to discard depth/stencil of the backbuffer.
Also, don't even bind the UI texture unless there's UI to draw (probably negligible optimization).
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@@ -102,6 +102,7 @@ public:
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SaveSlotView(int slot, UI::LayoutParams *layoutParams = nullptr) : UI::LinearLayout(UI::ORIENT_HORIZONTAL, layoutParams), slot_(slot) {
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std::string filename = SaveState::GenerateSaveSlotFilename(slot, "jpg");
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PrioritizedWorkQueue *wq = g_gameInfoCache.WorkQueue();
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Add(new UI::Spacer(10));
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Add(new UI::TextView(StringFromFormat("%i", slot_ + 1), 0, false, new UI::LinearLayoutParams(0.0, UI::G_CENTER)));
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Add(new AsyncImageFileView(filename, UI::IS_DEFAULT, wq, new UI::LayoutParams(80 * 2, 45 * 2)));
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@@ -177,7 +178,7 @@ void GamePauseScreen::CreateViews() {
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root_ = new LinearLayout(ORIENT_HORIZONTAL);
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ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(510, FILL_PARENT, actionMenuMargins));
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ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(520, FILL_PARENT, actionMenuMargins));
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root_->Add(leftColumn);
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root_->Add(new Spacer(new LinearLayoutParams(1.0)));
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