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Support Dual Source Blending in OGL plugin with GLSL.
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committed by
Sonicadvance1

parent
eff019442f
commit
d83ead5914
@ -169,8 +169,8 @@ void VertexManager::vFlush()
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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#ifdef USE_DUAL_SOURCE_BLEND
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bool dualSourcePossible = GLEW_ARB_blend_func_extended;
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBinding;
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// finally bind
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FRAGMENTSHADER* ps;
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@ -193,10 +193,6 @@ void VertexManager::vFlush()
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{
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ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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}
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#else
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bool dualSourcePossible = false;
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FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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#endif
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VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
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if(g_ActiveConfig.bUseGLSL)
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