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As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev. please as soon as yo find a bug let me know.
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@ -1211,11 +1211,11 @@ void Renderer::RestoreAPIState()
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BPFunctions::SetScissor();
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}
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void Renderer::ApplyState(bool bUseDstAlpha)
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void Renderer::ApplyState(RenderStateMode mode)
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{
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HRESULT hr;
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if (bUseDstAlpha)
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if (mode == RSM_UseDstAlpha)
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{
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// Colors should blend against SRC1_ALPHA
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if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
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@ -1275,7 +1275,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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D3D::stateman->Apply();
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if (bUseDstAlpha)
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if (mode == RSM_UseDstAlpha)
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{
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// restore actual state
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SetBlendMode(false);
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@ -1289,7 +1289,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), NULL, 0);
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}
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void Renderer::RestoreState()
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void Renderer::RestoreState(RenderStateMode mode)
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{
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ID3D11ShaderResourceView* shader_resources[8] = { NULL };
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D3D::context->PSSetShaderResources(0, 8, shader_resources);
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