First Stage:
Fix depth related errors in dstalpha pass. best place to test: water splash effect in super mario galaxy
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@ -43,6 +43,11 @@ extern int OSDChoice, OSDTime;
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extern bool bLastFrameDumped;
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#define RSM_None 0
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#define RSM_Multipass 1
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#define RSM_Zcomploc 2
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#define RSM_UseDstAlpha 4
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// Renderer really isn't a very good name for this class - it's more like "Misc".
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// The long term goal is to get rid of this class and replace it with others that make
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// more sense.
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@ -63,7 +68,7 @@ public:
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virtual void SetSamplerState(int stage,int texindex) = 0;
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virtual void SetInterlacingMode() = 0;
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virtual void ApplyState(bool bUseDstAlpha) = 0;
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virtual void ApplyState(u32 mode) = 0;
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virtual void RestoreState() = 0;
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// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution
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@ -1211,11 +1211,11 @@ void Renderer::RestoreAPIState()
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BPFunctions::SetScissor();
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}
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void Renderer::ApplyState(bool bUseDstAlpha)
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void Renderer::ApplyState(u32 mode)
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{
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HRESULT hr;
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if (bUseDstAlpha)
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if (mode & RSM_UseDstAlpha)
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{
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// Colors should blend against SRC1_ALPHA
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if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
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@ -1275,7 +1275,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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D3D::stateman->Apply();
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if (bUseDstAlpha)
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if (mode & RSM_UseDstAlpha)
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{
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// restore actual state
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SetBlendMode(false);
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@ -25,7 +25,7 @@ public:
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void SetInterlacingMode();
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// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
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void ApplyState(bool bUseDstAlpha);
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void ApplyState(u32 mode);
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void RestoreState();
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void ApplyCullDisable();
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@ -264,7 +264,7 @@ void VertexManager::vFlush()
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unsigned int stride = g_nativeVertexFmt->GetVertexStride();
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g_nativeVertexFmt->SetupVertexPointers();
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g_renderer->ApplyState(useDstAlpha);
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g_renderer->ApplyState(useDstAlpha ? RSM_UseDstAlpha : RSM_None);
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LoadBuffers();
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Draw(stride);
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@ -247,6 +247,7 @@ void TeardownDeviceObjects()
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// Init functions
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Renderer::Renderer()
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{
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Renderer::LastMode = RSM_None;
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st = new char[32768];
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int fullScreenRes, x, y, w_temp, h_temp;
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@ -1204,20 +1205,49 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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XFBWrited = false;
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}
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void Renderer::ApplyState(bool bUseDstAlpha)
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void Renderer::ApplyState(u32 mode)
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{
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if (bUseDstAlpha)
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if(mode & RSM_Zcomploc)
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{
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D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, 0);
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}
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if(mode & RSM_Multipass)
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{
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D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
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D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
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D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
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}
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if (mode & RSM_UseDstAlpha)
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{
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D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
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D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
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}
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Renderer::LastMode |= mode;
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}
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void Renderer::RestoreState()
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{
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D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
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D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
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if(Renderer::LastMode & RSM_Zcomploc)
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{
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D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
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}
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if(Renderer::LastMode & RSM_Multipass)
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{
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D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
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D3D::RefreshRenderState(D3DRS_ZENABLE);
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D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
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D3D::RefreshRenderState(D3DRS_ZFUNC);
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}
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if(Renderer::LastMode & RSM_UseDstAlpha)
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{
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D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
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D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
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}
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Renderer::LastMode = RSM_None;
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// TODO: Enable this code. Caused glitches for me however (neobrain)
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// for (unsigned int i = 0; i < 8; ++i)
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// D3D::dev->SetTexture(i, NULL);
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@ -9,6 +9,8 @@ namespace DX9
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class Renderer : public ::Renderer
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{
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private:
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u32 LastMode;
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public:
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Renderer();
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~Renderer();
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@ -24,7 +26,7 @@ public:
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void SetSamplerState(int stage,int texindex);
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void SetInterlacingMode();
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void ApplyState(bool bUseDstAlpha);
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void ApplyState(u32 mode);
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void RestoreState();
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void RenderText(const char* pstr, int left, int top, u32 color);
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@ -182,7 +182,7 @@ void VertexManager::vFlush()
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goto shader_fail;
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}
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// update alpha only
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g_renderer->ApplyState(true);
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g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
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Draw(stride);
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g_renderer->RestoreState();
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}
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@ -245,6 +245,7 @@ int GetNumMSAACoverageSamples(int MSAAMode)
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// Init functions
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Renderer::Renderer()
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{
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Renderer::LastMode = RSM_None;
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OSDInternalW = 0;
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OSDInternalH = 0;
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@ -515,6 +516,49 @@ Renderer::~Renderer()
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delete g_framebuffer_manager;
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}
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void Renderer::ApplyState(u32 mode)
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{
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if(mode & RSM_Zcomploc)
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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}
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if(mode & RSM_Multipass)
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{
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDepthFunc(GL_EQUAL);
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}
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if (mode & RSM_UseDstAlpha)
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glDisable(GL_BLEND);
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}
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Renderer::LastMode |= mode;
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}
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void Renderer::RestoreState()
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{
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if(Renderer::LastMode & RSM_Zcomploc)
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{
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SetColorMask();
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}
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if(Renderer::LastMode & RSM_Multipass)
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{
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SetDepthMode();
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}
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if (Renderer::LastMode & RSM_UseDstAlpha)
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{
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SetColorMask();
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if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
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glEnable(GL_BLEND);
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}
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Renderer::LastMode = RSM_None;
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}
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// Create On-Screen-Messages
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void Renderer::DrawDebugInfo()
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{
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@ -11,6 +11,8 @@ void ClearEFBCache();
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class Renderer : public ::Renderer
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{
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private:
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u32 LastMode;
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public:
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Renderer();
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~Renderer();
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@ -27,8 +29,8 @@ public:
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void SetInterlacingMode();
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// TODO: Implement and use these
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void ApplyState(bool bUseDstAlpha) {}
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void RestoreState() {}
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void ApplyState(u32 mode);
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void RestoreState();
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void RenderText(const char* pstr, int left, int top, u32 color);
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void DrawDebugInfo();
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@ -224,17 +224,9 @@ void VertexManager::vFlush()
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ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
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if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
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// only update alpha
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glDisable(GL_BLEND);
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Draw();
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// restore color mask
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g_renderer->SetColorMask();
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if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
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glEnable(GL_BLEND);
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g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
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Draw();
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g_renderer->RestoreState();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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