GPU/HW: Fix draw call count spiking in some scenarios

This commit is contained in:
Stenzek 2025-01-15 22:50:29 +10:00
parent 3687697d0e
commit 45b500bc2c
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2 changed files with 2 additions and 2 deletions

View File

@ -3684,7 +3684,7 @@ void GPU_HW::PrepareDraw(const GPUBackendDrawCommand* cmd)
if (texture_mode != m_batch.texture_mode || transparency_mode != m_batch.transparency_mode ||
(transparency_mode == GPUTransparencyMode::BackgroundMinusForeground && !m_allow_shader_blend) ||
dithering_enable != m_batch.dithering || m_texture_window_bits != cmd->window ||
m_batch_ubo_data.u_set_mask_while_drawing != BoolToUInt32(cmd->set_mask_while_drawing) ||
m_batch.set_mask_while_drawing != cmd->set_mask_while_drawing ||
(texture_mode == BatchTextureMode::PageTexture && m_texture_cache_key != texture_cache_key))
{
FlushRender();

View File

@ -139,7 +139,7 @@ private:
GPUTransparencyMode transparency_mode;
bool dithering;
bool interlacing;
bool set_mask_while_drawing;
bool set_mask_while_drawing; // NOTE: could be replaced with ubo u_set_mask_while drawing if needed
bool check_mask_before_draw;
bool use_depth_buffer;
bool sprite_mode;