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Fix the point in time in the frame that we run and render the ImDebugger
Turns out it matters quite a lot. Will see if I can clean this up later.
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+4
-5
@@ -1285,15 +1285,14 @@ void NativeFrame(GraphicsContext *graphicsContext) {
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Core_ProcessCPUQueue();
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// All actual rendering (and also emulation) happens in this render() call.
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renderFlags = g_screenManager->render();
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renderFlags = g_screenManager->Render([]() {
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runImDebugger(g_draw);
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});
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renderImDebugger(g_draw);
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if (g_screenManager->getUIContext()->Text()) {
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g_screenManager->getUIContext()->Text()->OncePerFrame();
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}
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ui_draw2d.PopDrawMatrix();
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runImDebugger(g_draw);
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renderImDebugger(g_draw);
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}
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g_draw->EndFrame();
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