diff --git a/GPU/GLES/GLES_GPU.cpp b/GPU/GLES/GLES_GPU.cpp index 4f56bd424a..c356829abd 100644 --- a/GPU/GLES/GLES_GPU.cpp +++ b/GPU/GLES/GLES_GPU.cpp @@ -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();