GPU: Implement skip-drawing-to-active-field for interlaced mode

Currently only in the software renderer.
This commit is contained in:
Connor McLaughlin
2020-04-04 00:10:41 +10:00
parent ba98bf345a
commit 48fba47ee6
4 changed files with 13 additions and 1 deletions

View File

@ -306,6 +306,9 @@ bool GPU::HandleRenderCommand(const u32*& command_ptr, u32 command_size)
primitive_names[static_cast<u8>(rc.primitive.GetValue())], ZeroExtend32(num_vertices),
ZeroExtend32(words_per_vertex));
if (m_GPUSTAT.SkipDrawingToActiveField() && IsRasterScanlinePending())
Synchronize();
DispatchRenderCommand(rc, num_vertices, command_ptr);
command_ptr += total_words;
m_stats.num_vertices += num_vertices;