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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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@ -1340,11 +1340,8 @@ void Renderer::SetDepthMode()
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StateTracker::GetInstance()->SetDepthStencilState(new_ds_state);
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}
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void Renderer::SetBlendMode(bool force_update)
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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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StateTracker::GetInstance()->SetBlendState(state);
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}
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@ -56,7 +56,7 @@ public:
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void ResetAPIState() override;
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void RestoreAPIState() override;
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void SetBlendMode(bool force_update) override;
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void SetBlendingState(const BlendingState& state) override;
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void SetScissorRect(const EFBRectangle& rc) override;
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void SetGenerationMode() override;
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void SetDepthMode() override;
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