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OpenGL: Call ApplyDrawState before SoftwareTransform
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1 changed files with 7 additions and 4 deletions
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@ -562,15 +562,18 @@ rotateVBO:
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if (vertexCount > 0x10000 / 3)
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vertexCount = 0x10000 / 3;
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#endif
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if (textureNeedsApply)
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textureCache_->ApplyTexture();
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// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
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ApplyDrawState(prim);
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SoftwareTransform(
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prim, vertexCount,
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dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
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maxIndex, drawBuffer, numTrans, drawIndexed, ¶ms, &result);
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if (textureNeedsApply)
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textureCache_->ApplyTexture();
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ApplyDrawState(prim);
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ApplyDrawStateLate(result.setStencil, result.stencilValue);
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LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, lastVType_, prim);
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