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GPU: Normalize CopyDisplayToOutput across backends.
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@@ -163,16 +163,10 @@ void GPU_D3D11::CopyDisplayToOutput(bool reallyDirty) {
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// Flush anything left over.
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drawEngine_.Flush();
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float blendColor[4]{};
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], blendColor, 0xFFFFFFFF);
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// Since we're forcing the blend state, clear Draw.
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if (draw_)
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draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
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shaderManager_->DirtyLastShader();
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framebufferManagerD3D11_->CopyDisplayToOutput(reallyDirty);
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shaderManagerD3D11_->DirtyLastShader();
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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}
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@@ -158,14 +158,11 @@ void GPU_DX9::BeginFrame() {
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}
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void GPU_DX9::CopyDisplayToOutput(bool reallyDirty) {
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dxstate.depthWrite.set(true);
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dxstate.colorMask.set(0xF);
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drawEngine_.Flush();
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framebufferManagerDX9_->CopyDisplayToOutput(reallyDirty);
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shaderManager_->DirtyLastShader();
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shaderManagerDX9_->DirtyLastShader();
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framebufferManagerDX9_->CopyDisplayToOutput(reallyDirty);
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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}
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@@ -304,6 +304,8 @@ void GPU_GLES::CopyDisplayToOutput(bool reallyDirty) {
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shaderManagerGL_->DirtyLastShader();
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framebufferManagerGL_->CopyDisplayToOutput(reallyDirty);
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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}
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void GPU_GLES::FinishDeferred() {
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