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GS/GL: Don't re enable blend after SetupDATE.
Redundant calls, blending will be enabled if needed.
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afa3108623
commit
f4d8af2f0d
1 file changed
+3
-11
@@ -1911,7 +1911,7 @@ void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* ver
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OMSetRenderTargets(nullptr, ds, &GLState::scissor);
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{
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const GLint clear_color = 0;
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constexpr GLint clear_color = 0;
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glClearBufferiv(GL_STENCIL, 0, &clear_color);
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}
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m_convert.ps[SetDATMShader(datm)].Bind();
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@@ -1919,10 +1919,8 @@ void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* ver
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// om
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OMSetDepthStencilState(m_date.dss);
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if (GLState::blend)
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{
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glDisable(GL_BLEND);
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}
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OMSetBlendState(false);
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OMSetColorMaskState();
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// ia
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@@ -1930,18 +1928,12 @@ void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* ver
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IASetVertexBuffer(vertices, 4);
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IASetPrimitiveTopology(GL_TRIANGLE_STRIP);
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// Texture
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PSSetShaderResource(0, rt);
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PSSetSamplerState(m_convert.pt);
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DrawPrimitive();
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if (GLState::blend)
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{
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glEnable(GL_BLEND);
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}
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}
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void GSDeviceOGL::IASetVAO(GLuint vao)
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