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OGL: Drop BlendingState.dither
How GL_DITHER works is implementation-defined, and we handle the non-blended case in the pixel shader.
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@ -16,17 +16,16 @@ union BlendingState
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BitField<0, 1, u32> blendenable;
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BitField<1, 1, u32> logicopenable;
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BitField<2, 1, u32> dstalpha;
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BitField<3, 1, u32> dither;
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BitField<4, 1, u32> colorupdate;
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BitField<5, 1, u32> alphaupdate;
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BitField<6, 1, u32> subtract;
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BitField<7, 1, u32> subtractAlpha;
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BitField<3, 1, u32> colorupdate;
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BitField<4, 1, u32> alphaupdate;
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BitField<5, 1, u32> subtract;
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BitField<6, 1, u32> subtractAlpha;
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BitField<7, 1, u32> usedualsrc;
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BitField<8, 3, BlendMode::BlendFactor> dstfactor;
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BitField<11, 3, BlendMode::BlendFactor> srcfactor;
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BitField<14, 3, BlendMode::BlendFactor> dstfactoralpha;
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BitField<17, 3, BlendMode::BlendFactor> srcfactoralpha;
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BitField<20, 4, BlendMode::LogicOp> logicmode;
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BitField<24, 1, u32> usedualsrc;
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u32 hex;
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};
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