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DX11 code maintenance, part 4:
Move blend state management from EmuGfxState to Renderer. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6905 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -212,8 +212,6 @@ void VertexManager::vFlush()
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bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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D3D::gfxstate->SetDstAlpha(useDstAlpha);
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if (!PixelShaderCache::SetShader(
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
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g_nativeVertexFmt->m_components))
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@ -231,14 +229,15 @@ void VertexManager::vFlush()
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g_nativeVertexFmt->SetupVertexPointers();
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D3D::gfxstate->ApplyState();
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g_renderer->ApplyState();
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g_renderer->ApplyState(useDstAlpha);
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LoadBuffers();
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Draw(stride);
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g_renderer->RestoreState();
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D3D::gfxstate->Reset();
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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g_renderer->RestoreState();
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D3D::gfxstate->Reset();
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shader_fail:
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ResetBuffer();
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}
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