Fix for my last commit, this must fix the problem in the algorithm pointed by neobrain. thanks
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bdf54edc87
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@ -154,6 +154,9 @@ void VertexManager::vFlush()
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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int stride = g_nativeVertexFmt->GetVertexStride();
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g_nativeVertexFmt->SetupVertexPointers();
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if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set vertex shader\n");});
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@ -161,22 +164,6 @@ void VertexManager::vFlush()
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}
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int stride = g_nativeVertexFmt->GetVertexStride();
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g_nativeVertexFmt->SetupVertexPointers();
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bool UseZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && g_ActiveConfig.bAcurateZcomploc;
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if (UseZcomploc)
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{
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if (!PixelShaderCache::SetShader(DSTALPHA_ZCOMPLOC,g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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g_renderer->ApplyState(RSM_Zcomploc);
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Draw(stride);
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g_renderer->RestoreState(RSM_Zcomploc);
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g_renderer->ApplyState(RSM_Multipass);
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}
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if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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@ -196,16 +183,28 @@ void VertexManager::vFlush()
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}
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// update alpha only
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g_renderer->ApplyState(RSM_UseDstAlpha);
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if(!UseZcomploc && bpmem.zmode.updateenable)
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if (bpmem.zmode.updateenable)
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g_renderer->ApplyState(RSM_Multipass);
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Draw(stride);
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g_renderer->RestoreState(RSM_UseDstAlpha);
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}
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if (UseZcomploc || (useDstAlpha && bpmem.zmode.updateenable))
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{
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if (bpmem.zmode.updateenable)
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g_renderer->RestoreState(RSM_Multipass);
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}
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bool UseZcomploc = bpmem.zcontrol.zcomploc && bpmem.zmode.updateenable && g_ActiveConfig.bAcurateZcomploc;
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if (UseZcomploc)
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{
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if (!PixelShaderCache::SetShader(DSTALPHA_ZCOMPLOC,g_nativeVertexFmt->m_components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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}
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g_renderer->ApplyState(RSM_Zcomploc);
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Draw(stride);
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g_renderer->RestoreState(RSM_Zcomploc);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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shader_fail:
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