remove glIsEnabled(GL_BLEND), we do restore state after it, so it doesn't matter
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@ -633,17 +633,12 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
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const int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
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const int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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s_pfont->printMultilineText(text,
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left * 2.0f / (float)nBackbufferWidth - 1,
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1 - top * 2.0f / (float)nBackbufferHeight,
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0, nBackbufferWidth, nBackbufferHeight, color);
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GL_REPORT_ERRORD();
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glDisable(GL_BLEND);
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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@ -1335,18 +1330,16 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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s_fps = UpdateFPSCounter();
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// ---------------------------------------------------------------------
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GL_REPORT_ERRORD();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawDebugText();
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DrawDebugInfo();
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GL_REPORT_ERRORD();
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// Get the status of the Blend mode
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GLboolean blend_enabled = glIsEnabled(GL_BLEND);
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glDisable(GL_BLEND);
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OSD::DrawMessages();
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if (blend_enabled)
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glEnable(GL_BLEND);
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GL_REPORT_ERRORD();
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// Copy the rendered frame to the real window
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