mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: remove bsel.ps
Just clear bsel.abe to disable blending
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25298c70f7
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@ -452,9 +452,8 @@ class GSDeviceOGL : public GSDevice
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uint32 d:2;
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uint32 d:2;
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uint32 negative:1;
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uint32 negative:1;
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uint32 accu:1;
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uint32 accu:1;
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uint32 ps:1;
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uint32 _free:20;
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uint32 _free:21;
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};
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};
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struct
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struct
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@ -463,9 +462,8 @@ class GSDeviceOGL : public GSDevice
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uint32 abcd:8;
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uint32 abcd:8;
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uint32 _negative:1;
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uint32 _negative:1;
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uint32 _accu:1;
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uint32 _accu:1;
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uint32 _ps:1;
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uint32 _free2:20;
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uint32 _free2:21;
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};
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};
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uint32 key;
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uint32 key;
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@ -409,8 +409,8 @@ bool GSRendererOGL::EmulateBlending(GSDeviceOGL::PSSelector& ps_sel, GSDeviceOGL
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om_bsel.a, om_bsel.b, om_bsel.c, om_bsel.d, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, sw_blending);
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om_bsel.a, om_bsel.b, om_bsel.c, om_bsel.d, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, sw_blending);
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#endif
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#endif
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if (sw_blending) {
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if (sw_blending) {
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// select a shader that support blending
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// Disable HW blending except in accu mode
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om_bsel.ps = 1;
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om_bsel.abe = ps_sel.blend_accu;
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ps_sel.blend_a = om_bsel.a;
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ps_sel.blend_a = om_bsel.a;
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ps_sel.blend_b = om_bsel.b;
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ps_sel.blend_b = om_bsel.b;
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ps_sel.blend_c = om_bsel.c;
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ps_sel.blend_c = om_bsel.c;
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@ -197,15 +197,6 @@ void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, fl
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OMSetDepthStencilState(dss, 1);
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OMSetDepthStencilState(dss, 1);
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if (bsel.ps && !bsel.accu) {
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if (GLState::blend) {
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GLState::blend = false;
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glDisable(GL_BLEND);
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}
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// No hardware blending thank
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return;
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}
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// *************************************************************
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// *************************************************************
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// Static
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// Static
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// *************************************************************
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// *************************************************************
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