mirror of https://github.com/PCSX2/pcsx2.git
GS: Reduce cutoff for primid destination alpha
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@ -4687,7 +4687,7 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
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GL_PERF("DATE: Fast with alpha %d-%d", GetAlphaMinMax().min, GetAlphaMinMax().max);
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DATE_one = true;
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}
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else if (features.texture_barrier && ((m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 50) || (m_index.tail < 100)))
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else if (features.texture_barrier && ((m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 10) || (m_index.tail < 30)))
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{
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// texture barrier will split the draw call into n draw call. It is very efficient for
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// few primitive draws. Otherwise it sucks.
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