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GS-OGL: Add comment on m_accurate_stq usage
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@ -82,6 +82,9 @@ void GSRendererOGL::SetupIA(const float& sx, const float& sy)
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//
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//
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// Note2: Due to MultiThreaded driver, Nvidia suffers less of the previous issue. Still it isn't free
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// Note2: Due to MultiThreaded driver, Nvidia suffers less of the previous issue. Still it isn't free
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// Shadow Heart is 90 fps (gs) vs 113 fps (no gs)
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// Shadow Heart is 90 fps (gs) vs 113 fps (no gs)
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//
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// Note3: Some GPUs (Happens on GT 750m, not on Intel 5200) don't properly divide by large floats (e.g. FLT_MAX/FLT_MAX == 0)
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// Lines2Sprites predivides by Q, avoiding this issue, so always use it if m_vt.m_accurate_stq
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// If the draw calls contains few primitives. Geometry Shader gain with be rather small versus
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// If the draw calls contains few primitives. Geometry Shader gain with be rather small versus
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// the extra validation cost of the extra stage.
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// the extra validation cost of the extra stage.
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