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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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@ -170,7 +170,7 @@ void VertexManager::vFlush()
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int stride = g_nativeVertexFmt->GetVertexStride();
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g_nativeVertexFmt->SetupVertexPointers();
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Draw(stride);
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if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
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@ -182,13 +182,9 @@ 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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D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
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D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
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g_renderer->ApplyState(true);
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Draw(stride);
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D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
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D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
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g_renderer->RestoreState();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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