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Renderer: Change SetBlendState to accept a BlendingState
This decouples the state generation (from the emulated GPU) from the management of internal backend state.
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@ -640,11 +640,9 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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}
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void Renderer::SetBlendMode(bool forceUpdate)
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void Renderer::SetBlendingState(const BlendingState& state)
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{
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BlendingState state;
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state.Generate(bpmem);
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gx_state.blend.hex = state.hex;
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s_gx_state.blend.hex = state.hex;
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}
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// This function has the final picture. We adjust the aspect ratio here.
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