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GPU: Don't recursively execute commands
This can happen with interlaced rendering on when a line is pending scanout and a primitive is drawn. Fixes screen transitions in Slap Happy Rhythm Busters.
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@ -619,7 +619,11 @@ void GPU::Execute(TickCount ticks)
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if (m_command_ticks > 0)
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{
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m_command_ticks -= gpu_ticks;
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ExecuteCommands();
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// we can be syncing if this came from a DMA write. recursively executing commands would be bad.
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if (!m_syncing)
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ExecuteCommands();
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if (m_command_ticks < 0)
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m_command_ticks = 0;
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}
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