handle changed VCount+threaded rasteriser more gracefully
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@ -1061,6 +1061,12 @@ void FinishFrame(u32 lines)
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AssignFramebuffers();
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TotalScanlines = lines;
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if (GPU3D::AbortFrame)
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{
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GPU3D::RestartFrame();
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GPU3D::AbortFrame = false;
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}
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}
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void StartScanline(u32 line)
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@ -1180,6 +1186,7 @@ void SetVCount(u16 val)
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// 3D engine seems to give up on the current frame in that situation, repeating the last two scanlines
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// TODO: also check the various DMA types that can be involved
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GPU3D::AbortFrame |= NextVCount != val;
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NextVCount = val;
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}
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@ -275,6 +275,8 @@ u32 FlushAttributes;
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std::unique_ptr<GPU3D::Renderer3D> CurrentRenderer = {};
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bool AbortFrame;
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bool Init()
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{
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return true;
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@ -380,6 +382,8 @@ void Reset()
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ResetRenderingState();
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RenderXPos = 0;
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AbortFrame = false;
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}
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void DoSavestate(Savestate* file)
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@ -621,6 +625,8 @@ void DoSavestate(Savestate* file)
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file->Bool32(&UseShininessTable);
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file->VarArray(ShininessTable, 128*sizeof(u8));
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file->Bool32(&AbortFrame);
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}
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@ -2611,6 +2617,8 @@ u32 ScrolledLine[256];
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u32* GetLine(int line)
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{
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if (!AbortFrame)
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{
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u32* rawline = CurrentRenderer->GetLine(line);
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if (RenderXPos == 0) return rawline;
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@ -2633,6 +2641,11 @@ u32* GetLine(int line)
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for (; i < 256; i++)
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ScrolledLine[i] = 0;
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}
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}
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else
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{
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memset(ScrolledLine, 0, 256*4);
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}
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return ScrolledLine;
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}
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@ -97,6 +97,8 @@ extern u16 RenderXPos;
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extern std::array<Polygon*,2048> RenderPolygonRAM;
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extern u32 RenderNumPolygons;
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extern bool AbortFrame;
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extern u64 Timestamp;
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bool Init();
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