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Brave Story: Hack to make the bloom effect run much more efficiently.
Fixes #19820 Not ready for merge, it needs more checks and maybe a compat flag.
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@@ -470,6 +470,7 @@ void DrawEngineVulkan::Flush() {
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if (result.action == SW_DRAW_INDEXED) {
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if (textureNeedsApply) {
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gstate_c.pixelMapped = result.pixelMapped;
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gstate_c.dstSquared = false;
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textureCache_->ApplyTexture();
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gstate_c.pixelMapped = false;
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textureCache_->GetVulkanHandles(imageView, sampler);
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@@ -477,6 +478,9 @@ void DrawEngineVulkan::Flush() {
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imageView = (VkImageView)draw_->GetNativeObject(gstate_c.textureIsArray ? Draw::NativeObject::NULL_IMAGEVIEW_ARRAY : Draw::NativeObject::NULL_IMAGEVIEW);
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if (sampler == VK_NULL_HANDLE)
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sampler = nullSampler_;
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if (gstate_c.dstSquared) {
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gstate_c.Dirty(DIRTY_BLEND_STATE);
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}
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}
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if (!lastPipeline_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE) || prim != lastPrim_) {
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if (prim != lastPrim_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE)) {
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