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Throttle the display rate when stepping in the debugger. Fixes power regression from the debugger refactor
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@ -1537,13 +1537,13 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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}
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}
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PSP_RunLoopWhileState();
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PSP_RunLoopWhileState();
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flags |= ScreenRenderFlags::HANDLED_THROTTLING;
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// Hopefully coreState is now CORE_NEXTFRAME
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// Hopefully coreState is now CORE_NEXTFRAME
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switch (coreState) {
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switch (coreState) {
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case CORE_NEXTFRAME:
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case CORE_NEXTFRAME:
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// Reached the end of the frame, all good. Set back to running for the next frame
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// Reached the end of the frame, all good. Set back to running for the next frame
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coreState = CORE_RUNNING;
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coreState = CORE_RUNNING;
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flags |= ScreenRenderFlags::HANDLED_THROTTLING;
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break;
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break;
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case CORE_STEPPING:
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case CORE_STEPPING:
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case CORE_RUNTIME_ERROR:
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case CORE_RUNTIME_ERROR:
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@ -1573,6 +1573,9 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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// In this case we need to bind and wipe the backbuffer, at least.
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// In this case we need to bind and wipe the backbuffer, at least.
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// It's possible we never ended up outputted anything - make sure we have the backbuffer cleared
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// It's possible we never ended up outputted anything - make sure we have the backbuffer cleared
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// So, we don't set framebufferBound here.
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// So, we don't set framebufferBound here.
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// However, let's not cause a UI sleep in the mainloop.
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flags |= ScreenRenderFlags::HANDLED_THROTTLING;
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break;
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break;
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}
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}
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