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New heuristic for getting rid of unnecessary "antialias-lines". #12695

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Mar 10, 2020
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8 changes: 3 additions & 5 deletions GPU/GPUCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1541,11 +1541,9 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {

// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
if (gstate.isAntiAliasEnabled()) {
// Discard AA lines in DOA
if (prim == GE_PRIM_LINE_STRIP)
return;
// Discard AA lines in Summon Night 5
if ((prim == GE_PRIM_LINES) && gstate.isSkinningEnabled())
// Heuristic derived from discussions in #6483 and #12588.
// Discard AA lines in Persona 3 Portable, DOA Paradise and Summon Night 5, while still keeping AA lines in Echochrome.
if ((prim == GE_PRIM_LINE_STRIP || prim == GE_PRIM_LINES) && gstate.getTextureFunction() == GE_TEXFUNC_REPLACE)
return;
}

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