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GS/HW: Black blending should preserve RGB, not A
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@@ -5102,7 +5102,7 @@ void GSRendererHW::OI_DoubleHalfClear(GSTextureCache::Target*& rt, GSTextureCach
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// Take the vertex colour, but check if the blending would make it black.
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u32 vert_color = v[1].RGBAQ.U32[0];
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if (PRIM->ABE && m_context->ALPHA.IsBlack())
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vert_color &= ~0xFF000000;
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vert_color &= 0xFF000000;
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const u32 color = vert_color;
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const bool clear_depth = (m_cached_ctx.FRAME.FBP > m_cached_ctx.ZBUF.ZBP);
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@@ -5246,7 +5246,7 @@ bool GSRendererHW::OI_GsMemClear()
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// Take the vertex colour, but check if the blending would make it black.
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u32 vert_color = m_vertex.buff[1].RGBAQ.U32[0];
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if (PRIM->ABE && m_context->ALPHA.IsBlack())
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vert_color &= ~0xFF000000;
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vert_color &= 0xFF000000;
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OI_DoGsMemClear(off, r, vert_color);
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return true;
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