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Fix minor blendstate oversight, restore a disabled optimization
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a1fd2d1ed1
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1 changed files with 1 additions and 2 deletions
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@ -133,7 +133,6 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
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bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
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gstate_c.Clean(DIRTY_BLEND_STATE);
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// Unfortunately, this isn't implemented yet.
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gstate_c.SetAllowShaderBlend(false);
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if (gstate.isModeClear()) {
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@ -403,7 +402,7 @@ void DrawEngineVulkan::ApplyDrawStateLate(VkCommandBuffer cmd, bool applyStencil
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if (applyStencilRef) {
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vkCmdSetStencilReference(cmd, VK_STENCIL_FRONT_AND_BACK, stencilRef);
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}
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if (dynState_.useBlendColor) {
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if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
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float bc[4];
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Uint8x4ToFloat4(bc, dynState_.blendColor);
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vkCmdSetBlendConstants(cmd, bc);
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