Simplify AA lines

This commit is contained in:
raven02 2013-09-20 14:41:52 +08:00
parent 9e17a4abdb
commit c7f830f575

View File

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