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Turn off the inner interpreter when stepping in the GE debugger. Fix comment.
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@ -381,7 +381,7 @@ GPUCommon::GPUCommon(GraphicsContext *gfxCtx, Draw::DrawContext *draw) :
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memset(cmdInfo_, 0, sizeof(cmdInfo_));
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// Import both the global and local command tables, and check for dupes
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// Convert the command table to a faster format, and check for dupes.
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std::set<u8> dupeCheck;
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for (size_t i = 0; i < commonCommandTableSize; i++) {
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const u8 cmd = commonCommandTable[i].cmd;
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@ -393,6 +393,7 @@ GPUCommon::GPUCommon(GraphicsContext *gfxCtx, Draw::DrawContext *draw) :
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cmdInfo_[cmd].flags |= (uint64_t)commonCommandTable[i].flags | (commonCommandTable[i].dirty << 8);
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cmdInfo_[cmd].func = commonCommandTable[i].func;
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if ((cmdInfo_[cmd].flags & (FLAG_EXECUTE | FLAG_EXECUTEONCHANGE)) && !cmdInfo_[cmd].func) {
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// Can't have FLAG_EXECUTE commands without a function pointer to execute.
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Crash();
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}
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}
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@ -1543,8 +1544,10 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
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// PRIM commands with other commands. A special case that might be interesting is that game
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// that changes culling mode between each prim, we could just change the triangle winding
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// right here to still be able to join draw calls.
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if (debugRecording_)
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#ifndef MOBILE_DEVICE
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if (debugRecording_ || host->GPUDebuggingActive())
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goto bail;
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#endif
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while (src != stall) {
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uint32_t data = *src;
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