From f94193731dabb53fc940ce5a377a014ddc080296 Mon Sep 17 00:00:00 2001 From: raven02 Date: Thu, 29 Aug 2013 22:30:47 +0800 Subject: [PATCH] Discard AA lines --- GPU/GLES/GLES_GPU.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/GPU/GLES/GLES_GPU.cpp b/GPU/GLES/GLES_GPU.cpp index c15ad34c1b..abe3c2406f 100644 --- a/GPU/GLES/GLES_GPU.cpp +++ b/GPU/GLES/GLES_GPU.cpp @@ -647,7 +647,13 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) { GEPrimitiveType prim = static_cast(data >> 16); // Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though. - if ((prim == GE_PRIM_LINE_STRIP || prim == GE_PRIM_LINES) && (gstate.antiAliasEnable & 1)) + + // Discard AA lines in DOA + if ((prim == GE_PRIM_LINE_STRIP) && (gstate.antiAliasEnable & 1)) + break; + + // Discard AA lines in Summon Night 5 + if ((prim == GE_PRIM_LINES) && (gstate.antiAliasEnable & 1) && gstate.isSkinningEnabled()) break; // This also make skipping drawing very effective.