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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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