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.
This commit is contained in:
Henrik Rydgård
2026-08-09 18:29:33 +02:00
parent b67667cbd1
commit c65eb7d54f
3 changed files with 8 additions and 7 deletions
+4 -5
View File
@@ -1285,15 +1285,14 @@ void NativeFrame(GraphicsContext *graphicsContext) {
Core_ProcessCPUQueue();
// All actual rendering (and also emulation) happens in this render() call.
renderFlags = g_screenManager->render();
renderFlags = g_screenManager->Render([]() {
runImDebugger(g_draw);
});
renderImDebugger(g_draw);
if (g_screenManager->getUIContext()->Text()) {
g_screenManager->getUIContext()->Text()->OncePerFrame();
}
ui_draw2d.PopDrawMatrix();
runImDebugger(g_draw);
renderImDebugger(g_draw);
}
g_draw->EndFrame();