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Clean up blending code a bit.
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@ -715,12 +715,12 @@ void Renderer::SetBlendMode(bool forceUpdate)
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if (bpmem.blendmode.logicopenable && !forceUpdate)
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return;
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if (bpmem.blendmode.subtract) // enable blending src 1 dst 1
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if (bpmem.blendmode.subtract)
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{
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gx_state.blenddc.RenderTarget[0].BlendEnable = true;
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SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT);
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SetSrcBlend(d3dSrcFactors[1]);
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SetDestBlend(d3dDestFactors[1]);
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SetSrcBlend(D3D11_BLEND_ONE);
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SetDestBlend(D3D11_BLEND_ONE);
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}
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else
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{
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