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first attempt at threading the 3D renderer
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@ -380,6 +380,11 @@ void GPU2D::DrawScanline(u32 line)
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{
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u32* dst = &Framebuffer[256*line];
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// request each 3D scanline in advance
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// this is required for the threaded mode of the software renderer
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if (Num == 0)
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GPU3D::RequestLine(line);
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line = GPU::VCount;
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// scanlines that end up outside of the GPU drawing range
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