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Simplify AA lines
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parent
9e17a4abdb
commit
c7f830f575
@ -669,18 +669,18 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
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// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
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// Discard AA lines in DOA
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if ((prim == GE_PRIM_LINE_STRIP) && gstate.isAntiAliasEnabled())
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break;
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// Discard AA lines in Summon Night 5
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if ((prim == GE_PRIM_LINES) && gstate.isAntiAliasEnabled() && gstate.isSkinningEnabled())
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break;
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if (gstate.isAntiAliasEnabled()) {
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// Discard AA lines in DOA
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if (prim == GE_PRIM_LINE_STRIP)
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break;
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// Discard AA lines in Summon Night 5
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if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
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break;
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}
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// This also make skipping drawing very effective.
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framebufferManager_.SetRenderFrameBuffer();
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if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB))
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{
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if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
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transformDraw_.SetupVertexDecoder(gstate.vertType);
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// Rough estimate, not sure what's correct.
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int vertexCost = transformDraw_.EstimatePerVertexCost();
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