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Temporarily (?) revert ffdba45b4b
because of massive perf drop in GT, working around #5900
Not sure what to do about the Chinese Tactics Ogre though...
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1 changed files with 9 additions and 1 deletions
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@ -93,7 +93,7 @@ static const CommandTableEntry commandTable[] = {
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{GE_CMD_TEXSIZE6, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, &GLES_GPU::Execute_TexSizeN},
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{GE_CMD_TEXSIZE7, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, &GLES_GPU::Execute_TexSizeN},
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{GE_CMD_TEXFORMAT, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, &GLES_GPU::Execute_TexFormat},
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{GE_CMD_TEXLEVEL, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE},
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{GE_CMD_TEXLEVEL, FLAG_EXECUTEONCHANGE},
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{GE_CMD_TEXADDR0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, &GLES_GPU::Execute_TexAddr0},
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{GE_CMD_TEXADDR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, &GLES_GPU::Execute_TexAddrN},
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{GE_CMD_TEXADDR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, &GLES_GPU::Execute_TexAddrN},
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@ -1720,6 +1720,14 @@ void GLES_GPU::ExecuteOpInternal(u32 op, u32 diff) {
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#endif
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case GE_CMD_TEXLEVEL:
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// I had hoped that this would let us avoid excessively flushing in Gran Turismo, but not so,
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// as the game switches rapidly between modes 0 and 1.
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/*
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if ((gstate.texlevel & 0x3) == 1) {
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gstate.texlevel ^= diff;
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Flush();
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gstate.texlevel ^= diff;
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}*/
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gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
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break;
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