GS/GL: Don't re enable blend after SetupDATE.

Redundant calls, blending will be enabled if needed.
This commit is contained in:
lightningterror committed 2025-06-29 10:17:57 +02:00
1 parent afa3108623
commit f4d8af2f0d
1 file changed
+3 -11
+3 -11
View File
@@ -1911,7 +1911,7 @@ void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* ver
OMSetRenderTargets(nullptr, ds, &GLState::scissor);
{
const GLint clear_color = 0;
constexpr GLint clear_color = 0;
glClearBufferiv(GL_STENCIL, 0, &clear_color);
}
m_convert.ps[SetDATMShader(datm)].Bind();
@@ -1919,10 +1919,8 @@ void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* ver
// om
OMSetDepthStencilState(m_date.dss);
if (GLState::blend)
{
glDisable(GL_BLEND);
}
OMSetBlendState(false);
OMSetColorMaskState();
// ia
@@ -1930,18 +1928,12 @@ void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* ver
IASetVertexBuffer(vertices, 4);
IASetPrimitiveTopology(GL_TRIANGLE_STRIP);
// Texture
PSSetShaderResource(0, rt);
PSSetSamplerState(m_convert.pt);
DrawPrimitive();
if (GLState::blend)
{
glEnable(GL_BLEND);
}
}
void GSDeviceOGL::IASetVAO(GLuint vao)