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Merge branch 'immediate-removal' into GLSL-master
Conflicts: Source/Core/VideoCommon/Src/PixelShaderGen.cpp Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp immediate-removal is a new created branch seperated from master but reverted the revert of immediate-removal so we get less conflicts by merging
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@ -471,10 +471,13 @@ void Renderer::SetColorMask()
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{
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// Only enable alpha channel if it's supported by the current EFB format
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UINT8 color_mask = 0;
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
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if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
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{
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
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}
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gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = color_mask;
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}
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@ -907,10 +910,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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// this function is called after the XFB field is changed, not after
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// EFB is copied to XFB. In this way, flickering is reduced in games
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// and seems to also give more FPS in ZTP
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if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
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u32 xfbCount = 0;
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const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
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