GPU/HW: Fix draw call count spiking in some scenarios
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@ -3684,7 +3684,7 @@ void GPU_HW::PrepareDraw(const GPUBackendDrawCommand* cmd)
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if (texture_mode != m_batch.texture_mode || transparency_mode != m_batch.transparency_mode ||
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(transparency_mode == GPUTransparencyMode::BackgroundMinusForeground && !m_allow_shader_blend) ||
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dithering_enable != m_batch.dithering || m_texture_window_bits != cmd->window ||
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m_batch_ubo_data.u_set_mask_while_drawing != BoolToUInt32(cmd->set_mask_while_drawing) ||
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m_batch.set_mask_while_drawing != cmd->set_mask_while_drawing ||
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(texture_mode == BatchTextureMode::PageTexture && m_texture_cache_key != texture_cache_key))
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{
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FlushRender();
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@ -139,7 +139,7 @@ private:
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GPUTransparencyMode transparency_mode;
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bool dithering;
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bool interlacing;
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bool set_mask_while_drawing;
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bool set_mask_while_drawing; // NOTE: could be replaced with ubo u_set_mask_while drawing if needed
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bool check_mask_before_draw;
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bool use_depth_buffer;
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bool sprite_mode;
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