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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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@ -11,6 +11,8 @@ void ClearEFBCache();
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class Renderer : public ::Renderer
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{
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private:
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u32 LastMode;
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public:
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Renderer();
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~Renderer();
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@ -27,8 +29,8 @@ public:
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void SetInterlacingMode();
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// TODO: Implement and use these
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void ApplyState(bool bUseDstAlpha) {}
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void RestoreState() {}
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void ApplyState(u32 mode);
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void RestoreState();
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void RenderText(const char* pstr, int left, int top, u32 color);
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void DrawDebugInfo();
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