diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp index ece6f15b..e6e3a4e2 100644 --- a/src/GPU3D_Soft.cpp +++ b/src/GPU3D_Soft.cpp @@ -1953,6 +1953,7 @@ void SoftRenderer::RenderPolygonsTiming(GPU& gpu, Polygon** polygons, int npolys // reset scanline trackers gpu.GPU3D.UnderflowFlagVCount = -1; gpu.GPU3D.RDLinesTemp = 63; + RasterTiming = 0; ScanlineTimeout = SLRead[2] - (PreReadCutoff+FinalPassLen+4); // TEMP: should be infinity, but i dont want it to break due to not being set up to handle this properly. //0x7FFFFFFF; // CHECKME: first scanline pair timeout. s32 rastertimingeven, rastertimingodd; // always init to 0 at the start of a scanline render s32 scanlineswaiting = 0, slwaitingrd = 0; diff --git a/src/GPU3D_Soft.h b/src/GPU3D_Soft.h index 1760cc27..98623804 100644 --- a/src/GPU3D_Soft.h +++ b/src/GPU3D_Soft.h @@ -476,9 +476,6 @@ private: bool CheckEdgeMarkingClearPlane(const GPU3D& gpu3d, u32 polyid, u32 z); template void ScanlineFinalPass(const GPU3D& gpu3d, s32 y, bool checkprev, bool checknext); void ClearBuffers(const GPU& gpu); - u16 BeginPushScanline(s32 y, s32 pixelstodraw); - void ReadScanline(s32 y); - void FinishPushScanline(s32 y, s32 pixelsremain); void RenderPolygonsFast(GPU& gpu, Polygon** polygons, int npolys); void RenderPolygonsTiming(GPU& gpu, Polygon** polygons, int npolys);