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VideoCommon: fix a mali bug by moving the perf queries back to being close to the draw call, having them apart seems to cause errors on some devices
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1b85da9b85
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@ -644,9 +644,6 @@ void VertexManagerBase::Flush()
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// Same with GPU texture decoding, which uses compute shaders.
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g_texture_cache->BindTextures(used_textures, samplers);
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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if (!skip)
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{
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UpdatePipelineConfig();
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@ -668,15 +665,9 @@ void VertexManagerBase::Flush()
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}
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}
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// Track the total emulated state draws
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INCSTAT(g_stats.this_frame.num_draw_calls);
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// Even if we skip the draw, emulated state should still be impacted
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OnDraw();
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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// The EFB cache is now potentially stale.
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g_framebuffer_manager->FlagPeekCacheAsOutOfDate();
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}
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@ -1098,7 +1089,16 @@ void VertexManagerBase::RenderDrawCall(
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base_vertex <<= 2;
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}
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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DrawCurrentBatch(base_index, m_index_generator.GetIndexLen(), base_vertex);
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// Track the total emulated state draws
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INCSTAT(g_stats.this_frame.num_draw_calls);
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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}
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const AbstractPipeline* VertexManagerBase::GetCustomPipeline(
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