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First Stage:
Fix depth related errors in dstalpha pass. best place to test: water splash effect in super mario galaxy
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@ -43,6 +43,11 @@ extern int OSDChoice, OSDTime;
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extern bool bLastFrameDumped;
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#define RSM_None 0
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#define RSM_Multipass 1
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#define RSM_Zcomploc 2
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#define RSM_UseDstAlpha 4
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// Renderer really isn't a very good name for this class - it's more like "Misc".
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// The long term goal is to get rid of this class and replace it with others that make
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// more sense.
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@ -63,7 +68,7 @@ public:
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virtual void SetSamplerState(int stage,int texindex) = 0;
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virtual void SetInterlacingMode() = 0;
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virtual void ApplyState(bool bUseDstAlpha) = 0;
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virtual void ApplyState(u32 mode) = 0;
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virtual void RestoreState() = 0;
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// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution
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