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VideoCommon: Handle wireframe mode in the geometry shader.
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@ -1084,10 +1084,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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{
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gx_state.blend.use_dst_alpha = bUseDstAlpha;
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D3D::stateman->PushBlendState(gx_state_cache.Get(gx_state.blend));
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D3D::stateman->PushDepthState(gx_state_cache.Get(gx_state.zmode));
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gx_state.raster.wireframe = g_ActiveConfig.bWireFrame;
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D3D::stateman->PushRasterizerState(gx_state_cache.Get(gx_state.raster));
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for (unsigned int stage = 0; stage < 8; stage++)
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@ -1800,9 +1800,6 @@ void Renderer::RestoreAPIState()
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SetLogicOpMode();
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SetViewport();
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);
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VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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if (vm->m_last_vao)
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