little fx to solve issue 2897
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5839 8ced0084-cf51-0410-be5f-012b33b47a6e
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f3901b6b43
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@ -315,7 +315,6 @@ bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpr
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//Disable Fragment programs and reset the selected Program
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//Disable Fragment programs and reset the selected Program
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void PixelShaderCache::DisableShader()
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void PixelShaderCache::DisableShader()
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{
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{
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CurrentShader = 0;
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if(ShaderEnabled)
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if(ShaderEnabled)
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{
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{
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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@ -331,10 +330,10 @@ void PixelShaderCache::SetCurrentShader(GLuint Shader)
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{
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{
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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ShaderEnabled = true;
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ShaderEnabled = true;
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CurrentShader = 0;
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}
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}
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if(CurrentShader != Shader)
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if(CurrentShader != Shader)
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{
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{
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if(Shader != 0)
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CurrentShader = Shader;
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CurrentShader = Shader;
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
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}
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}
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@ -596,8 +596,8 @@ void Renderer::RestoreAPIState()
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SetColorMask();
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SetColorMask();
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SetBlendMode(true);
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SetBlendMode(true);
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VertexShaderCache::SetCurrentShader(1);
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VertexShaderCache::SetCurrentShader(0);
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PixelShaderCache::SetCurrentShader(1);
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PixelShaderCache::SetCurrentShader(0);
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}
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}
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void Renderer::SetColorMask()
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void Renderer::SetColorMask()
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@ -238,7 +238,6 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
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void VertexShaderCache::DisableShader()
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void VertexShaderCache::DisableShader()
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{
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{
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CurrentShader = 0;
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if (ShaderEnabled)
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if (ShaderEnabled)
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{
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{
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glDisable(GL_VERTEX_PROGRAM_ARB);
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glDisable(GL_VERTEX_PROGRAM_ARB);
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@ -253,10 +252,10 @@ void VertexShaderCache::SetCurrentShader(GLuint Shader)
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{
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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glEnable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled= true;
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ShaderEnabled= true;
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CurrentShader = 0;
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}
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}
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if (CurrentShader != Shader)
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if (CurrentShader != Shader)
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{
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{
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if(Shader != 0)
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CurrentShader = Shader;
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CurrentShader = Shader;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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}
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}
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