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First Stage:
Fix depth related errors in dstalpha pass. best place to test: water splash effect in super mario galaxy
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@ -224,17 +224,9 @@ void VertexManager::vFlush()
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ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
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if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
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// only update alpha
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glDisable(GL_BLEND);
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Draw();
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// restore color mask
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g_renderer->SetColorMask();
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if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
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glEnable(GL_BLEND);
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g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
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Draw();
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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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