Move aurora_begin_frame/aurora_end_frame calls to main loop

This fixes an issue when using SDL's X11 backend due to Dusk
attempting to render ImGui menus without an active frame.
This commit is contained in:
Max Roncace
2026-03-17 01:29:59 -04:00
parent fbbf27e73d
commit cfc3a5f483
2 changed files with 9 additions and 11 deletions
@@ -227,10 +227,6 @@ void JFWDisplay::endGX() {
}
void JFWDisplay::beginRender() {
#if TARGET_PC
aurora_begin_frame();
#endif
if (field_0x40) {
JUTProcBar::getManager()->wholeLoopEnd();
}
@@ -342,10 +338,6 @@ void JFWDisplay::endFrame() {
JUTProcBar::getManager()->setCostFrame(retrace_cnt - prevFrame);
prevFrame = retrace_cnt;
}
#if TARGET_PC
aurora_end_frame();
#endif
}
void JFWDisplay::waitBlanking(int param_0) {
+9 -3
View File
@@ -172,18 +172,24 @@ void main01(void) {
VIWaitForRetrace();
#if TARGET_PC
if (!aurora_begin_frame()) {
DuskLog.debug("aurora_begin_frame returned false, skipping draw this frame");
continue;
}
#endif
// EXECUTE GAME LOGIC & RENDER
// This calls mDoGph_Painter -> JFWDisplay -> GX Functions
fapGm_Execute();
mDoAud_Execute();
aurora_end_frame();
#if TARGET_PC
frameLimiter.Sleep(DUSK_FRAME_PERIOD);
#endif
//aurora_end_frame();
} while (true);
exit:;