OGL: Only flush the frame dumping thread on dumping.
This fixes the screenshot stutter, as this needs more than a frame. So we won't stall on the png writing at all until emulation stops or a new screenshot is requested.
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@ -1450,7 +1450,6 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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FlushFrameDump();
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DumpFrame(flipped_trc, ticks);
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// Finish up the current frame, print some stats
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@ -1609,6 +1608,7 @@ void Renderer::DumpFrame(const TargetRectangle& flipped_trc, u64 ticks)
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}
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else
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{
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FlushFrameDump();
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std::swap(m_frame_dumping_pbo[0], m_frame_dumping_pbo[1]);
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std::swap(m_frame_pbo_is_mapped[0], m_frame_pbo_is_mapped[1]);
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std::swap(m_last_frame_width[0], m_last_frame_width[1]);
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