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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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@ -182,7 +182,7 @@ void VertexManager::vFlush()
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goto shader_fail;
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}
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// update alpha only
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g_renderer->ApplyState(true);
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g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
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Draw(stride);
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g_renderer->RestoreState();
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}
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