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Increment numFlushes near the other stat increments
Might be better for the cache, heh.
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@@ -334,8 +334,6 @@ void DrawEngineD3D11::Invalidate(InvalidationCallbackFlags flags) {
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// The inline wrapper in the header checks for numDrawCalls == 0
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void DrawEngineD3D11::DoFlush() {
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gpuStats.numFlushes++;
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bool textureNeedsApply = false;
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if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
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textureCache_->SetTexture();
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@@ -722,6 +720,7 @@ rotateVBO:
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decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
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}
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gpuStats.numFlushes++;
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gpuStats.numDrawCalls += numDrawCalls;
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gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
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@@ -319,8 +319,6 @@ void DrawEngineDX9::Invalidate(InvalidationCallbackFlags flags) {
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// The inline wrapper in the header checks for numDrawCalls == 0
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void DrawEngineDX9::DoFlush() {
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gpuStats.numFlushes++;
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bool textureNeedsApply = false;
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if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
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textureCache_->SetTexture();
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@@ -664,6 +662,7 @@ rotateVBO:
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decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
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}
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gpuStats.numFlushes++;
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gpuStats.numDrawCalls += numDrawCalls;
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gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
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@@ -258,8 +258,6 @@ void DrawEngineGLES::DoFlush() {
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PROFILE_THIS_SCOPE("flush");
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FrameData &frameData = frameData_[render_->GetCurFrame()];
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gpuStats.numFlushes++;
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bool textureNeedsApply = false;
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if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
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textureCache_->SetTexture();
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@@ -465,6 +463,7 @@ void DrawEngineGLES::DoFlush() {
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decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
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}
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gpuStats.numFlushes++;
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gpuStats.numDrawCalls += numDrawCalls;
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gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
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@@ -562,8 +562,6 @@ void DrawEngineVulkan::DoFlush() {
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PROFILE_THIS_SCOPE("Flush");
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FrameData &frameData = GetCurFrame();
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gpuStats.numFlushes++;
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bool tess = gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE;
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bool textureNeedsApply = false;
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@@ -981,6 +979,7 @@ void DrawEngineVulkan::DoFlush() {
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decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
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}
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gpuStats.numFlushes++;
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gpuStats.numDrawCalls += numDrawCalls;
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gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
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