mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-17 16:30:30 +02:00
Correct when we process the stepping queue. Also, the jitLock mutex is no longer needed.
This commit is contained in:
1 parent
1848262bea
commit
a49f4523cb
13 files changed
+24
-48
No files matched your search
+4
-6
@@ -1280,12 +1280,10 @@ void NativeFrame(GraphicsContext *graphicsContext) {
|
||||
|
||||
g_screenManager->getUIContext()->SetTintSaturation(g_Config.fUITint, g_Config.fUISaturation);
|
||||
|
||||
// Drain any work queued by Core_RunOnCPUThread() from other threads. Core_RunLoopUntil()
|
||||
// (called from within render() below, but only while a game is actually loaded/running)
|
||||
// also does this, but that path isn't reached at all outside a game - e.g. from the main
|
||||
// menu - so queued work would otherwise hang forever waiting for it. See Core_ProcessCPUQueue()
|
||||
// in Core.h.
|
||||
Core_ProcessCPUQueue();
|
||||
if (GetUIState() != UISTATE_INGAME) {
|
||||
// In case there are any cross thread requests outside the game.
|
||||
Core_ProcessCPUQueue();
|
||||
}
|
||||
|
||||
// All actual rendering (and also emulation) happens in this render() call.
|
||||
renderFlags = g_screenManager->Render([]() {
|
||||
|
||||
Reference in new issue
Block a user