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The vertex kick handlers come in two sets, plain and auto-flush, and which one a draw kicks through is chosen when a register that decides it is written -- TEX0 and TEX2, TEST, FRAME and ZBUF of the current context, PRIM and PRMODE -- and changes only when the answer does: the draw state reads what it draws. Every other draw kicks through the plain handlers, which do not ask, where before every kick asked whenever auto flush was on (by default in the software renderer, and in the hardware renderer for every game the database turned it on for). Auto flush is now always on, for every primitive, in both renderers. The hardware level setting, the software switch, their core options and the GameDB fix and its entries go. tests/gsautoflush/autoflush_select pins the choice against the state after every register write.