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StencilBufferGLES: Move SetNoBlendAndMask to the right places.
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@ -110,7 +110,9 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZe
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}
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// Let's not bother with the shader if it's just zero.
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render_->SetNoBlendAndMask(0x8);
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render_->Clear(0, 0, 0, GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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render_->SetNoBlendAndMask(0xF);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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return true;
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}
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@ -143,7 +145,6 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZe
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shaderManagerGL_->DirtyLastShader();
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DisableState();
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render_->SetNoBlendAndMask(0x8);
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bool useBlit = gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT);
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@ -169,6 +170,7 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZe
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MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->bufferWidth, dstBuffer->bufferHeight, u1, v1);
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textureCacheGL_->ForgetLastTexture();
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render_->SetNoBlendAndMask(0x8);
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render_->Clear(0, 0, 0, GL_STENCIL_BUFFER_BIT);
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render_->SetStencilFunc(GL_TRUE, GL_ALWAYS, 0xFF, 0xFF);
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@ -194,8 +196,8 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZe
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draw_->BlitFramebuffer(blitFBO, 0, 0, w, h, dstBuffer->fbo, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, Draw::FB_STENCIL_BIT, Draw::FB_BLIT_NEAREST);
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}
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render_->SetNoBlendAndMask(0xF);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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RebindFramebuffer();
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return true;
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}
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