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Reduce Windows debugger crashes on shutdown
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@ -550,6 +550,9 @@ bool PSP_IsQuitting() {
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}
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void PSP_Shutdown() {
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// Reduce the risk for weird races with the Windows GE debugger.
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gpuDebug = nullptr;
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Achievements::UnloadGame();
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// Do nothing if we never inited.
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@ -539,9 +539,9 @@ void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertTy
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// so the operations are exact.
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bool pixelMapped = true;
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const u16 *indsIn = (const u16 *)inds;
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const float uscale = gstate_c.curTextureWidth;
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const float vscale = gstate_c.curTextureHeight;
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for (int t = 0; t < vertexCount; t += 3) {
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float uscale = gstate_c.curTextureWidth;
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float vscale = gstate_c.curTextureHeight;
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struct { int a; int b; } pairs[] = { {0, 1}, {1, 2}, {2, 0} };
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for (int i = 0; i < ARRAY_SIZE(pairs); i++) {
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int a = indsIn[t + pairs[i].a];
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@ -121,8 +121,6 @@ bool GPU_Init(GraphicsContext *ctx, Draw::DrawContext *draw) {
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#endif
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void GPU_Shutdown() {
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// Reduce the risk for weird races with the Windows GE debugger.
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gpuDebug = nullptr;
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delete gpu;
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gpu = nullptr;
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