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Vulkan: Pick shaders after calling ConvertStateToVulkanKey because it may end up disabling shader blending
(due to too many copies, see DrawEngineCommon::ApplyShaderBlending). (So much state leaking all over the place ... I want to redesign the whole thing). Typo fix in comment
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@@ -172,6 +172,8 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
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// Until next time, force it off.
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ResetShaderBlending();
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gstate_c.SetAllowShaderBlend(false);
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// Make sure we recompute the fragment shader ID to one that doesn't try to use shader blending.
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gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
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}
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} else if (blendState.resetShaderBlending) {
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ResetShaderBlending();
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