The previous commit let the guest clock run while swkbd::ShowKeyboard is up, but the iOS front end's input box froze
it a second time around its own wait (front_ios.m front_text_input), so nothing changed on the phone: the game's
frame loop stopped for as long as the box was up (4,977 ms and 2,577 ms frames, 5,181 wakeups a second). That freeze
is gone too; the inline keyboard keeps the freeze it takes around its own call (hle_swkbd.c, Monster Hunter Rise).
The Mac front end never froze, so the Mac runs with the keyboard held up (DM_TEST_SWKBD_HOLD_MS) were already the
behaviour the phone now has: 30 fps and the usual wakeups.