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It makes more sense not to retain the previous texture builder run until vertex storage is confirmed.
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@ -140,12 +140,12 @@ void CRT::advance_cycles(unsigned int number_of_cycles, bool hsync_requested, bo
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bool is_output_segment = ((is_output_run && next_run_length) && !horizontal_flywheel_->is_in_retrace() && !vertical_flywheel_->is_in_retrace());
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uint8_t *next_run = nullptr;
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if(is_output_segment && !openGL_output_builder_.composite_output_buffer_is_full()) {
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openGL_output_builder_.texture_builder.retain_latest();
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next_run = openGL_output_builder_.array_builder.get_input_storage(SourceVertexSize);
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}
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if(next_run) {
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// output_y and texture locations will be written later; we won't necessarily know what it is outside of the locked region
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openGL_output_builder_.texture_builder.retain_latest();
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source_output_position_x1() = (uint16_t)horizontal_flywheel_->get_current_output_position();
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source_phase() = colour_burst_phase_;
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source_amplitude() = colour_burst_amplitude_;
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