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UI: Keep rendering UI even while stepping.
This makes it possible to "get out" on mobile.
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@@ -1230,8 +1230,13 @@ void EmuScreen::render() {
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// set back to running for the next frame
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coreState = CORE_RUNNING;
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} else if (coreState == CORE_STEPPING) {
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// If we're stepping, it's convenient not to clear the screen.
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE });
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// If we're stepping, it's convenient not to clear the screen entirely, so we copy display to output.
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// This won't work in non-buffered, but that's fine.
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE });
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// Just to make sure.
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if (PSP_IsInited()) {
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gpu->CopyDisplayToOutput();
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}
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} else {
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// Didn't actually reach the end of the frame, ran out of the blockTicks cycles.
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// In this case we need to bind and wipe the backbuffer, at least.
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