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GPU: Fix shader blending recopying.
This at least didn't look horrible like GLEs did, but still looked odd in Lunar.
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@ -462,4 +462,8 @@ void DrawEngineD3D11::ApplyDrawStateLate(bool applyStencilRef, uint8_t stencilRe
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context_->OMSetDepthStencilState(depthStencilState_, applyStencilRef ? stencilRef : dynState_.stencilRef);
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}
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gstate_c.Clean(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_BLEND_STATE);
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// Must dirty blend state here so we re-copy next time. Example: Lunar's spell effects.
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if (fboTexBound_)
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gstate_c.Dirty(DIRTY_BLEND_STATE);
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}
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@ -847,6 +847,10 @@ void DrawEngineVulkan::DoFlush() {
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ApplyDrawStateLate(renderManager, false, 0, pipeline->useBlendConstant);
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gstate_c.Clean(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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lastPipeline_ = pipeline;
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// Must dirty blend state here so we re-copy next time. Example: Lunar's spell effects.
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if (fboTexBound_)
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gstate_c.Dirty(DIRTY_BLEND_STATE);
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}
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lastPrim_ = prim;
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@ -947,6 +951,10 @@ void DrawEngineVulkan::DoFlush() {
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ApplyDrawStateLate(renderManager, result.setStencil, result.stencilValue, pipeline->useBlendConstant);
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gstate_c.Clean(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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lastPipeline_ = pipeline;
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// Must dirty blend state here so we re-copy next time. Example: Lunar's spell effects.
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if (fboTexBound_)
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gstate_c.Dirty(DIRTY_BLEND_STATE);
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}
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lastPrim_ = prim;
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