Correct when we process the stepping queue. Also, the jitLock mutex is no longer needed.

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Henrik Rydgård committed 2026-08-16 13:33:26 +02:00
1 parent 1848262bea
commit a49f4523cb
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+24 -48

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@@ -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([]() {