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Discard AA lines
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@@ -647,7 +647,13 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
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GEPrimitiveType prim = static_cast<GEPrimitiveType>(data >> 16);
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// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
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if ((prim == GE_PRIM_LINE_STRIP || prim == GE_PRIM_LINES) && (gstate.antiAliasEnable & 1))
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// Discard AA lines in DOA
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if ((prim == GE_PRIM_LINE_STRIP) && (gstate.antiAliasEnable & 1))
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break;
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// Discard AA lines in Summon Night 5
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if ((prim == GE_PRIM_LINES) && (gstate.antiAliasEnable & 1) && gstate.isSkinningEnabled())
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break;
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// This also make skipping drawing very effective.
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