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GPU/HW: Flush after each primitive for B-F transparency
Slow, but necessary for some games such as Suikoden II, where it draws multiple polygons to the same area on screen with different transparency modes.
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@ -1089,8 +1089,8 @@ void GPU_HW::DispatchRenderCommand()
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const GPUTransparencyMode transparency_mode =
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rc.transparency_enable ? m_draw_mode.mode_reg.transparency_mode : GPUTransparencyMode::Disabled;
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const bool dithering_enable = (!m_true_color && rc.IsDitheringEnabled()) ? m_GPUSTAT.dither_enable : false;
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if (m_batch.texture_mode != texture_mode || m_batch.transparency_mode != transparency_mode ||
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dithering_enable != m_batch.dithering)
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if (texture_mode != m_batch.texture_mode || transparency_mode != m_batch.transparency_mode ||
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transparency_mode == GPUTransparencyMode::BackgroundMinusForeground || dithering_enable != m_batch.dithering)
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{
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FlushRender();
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}
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