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Add some missing checks in D3D from the last commit.
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@ -366,6 +366,21 @@ void TransformDrawEngineDX9::ApplyBlendState() {
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bool approxFuncB = false;
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D3DBLEND glBlendFuncB = blendFuncB == GE_DSTBLEND_FIXB ? blendColor2Func(gstate.getFixB(), approxFuncB) : bLookup[blendFuncB];
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if (gstate.FrameBufFormat() == GE_FORMAT_565) {
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if (blendFuncA == GE_SRCBLEND_DSTALPHA || blendFuncA == GE_SRCBLEND_DOUBLEDSTALPHA) {
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glBlendFuncA = D3DBLEND_ZERO;
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}
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if (blendFuncA == GE_SRCBLEND_INVDSTALPHA || blendFuncA == GE_SRCBLEND_DOUBLEINVDSTALPHA) {
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glBlendFuncA = D3DBLEND_ONE;
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}
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if (blendFuncB == GE_DSTBLEND_DSTALPHA || blendFuncB == GE_DSTBLEND_DOUBLEDSTALPHA) {
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glBlendFuncB = D3DBLEND_ZERO;
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}
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if (blendFuncB == GE_DSTBLEND_INVDSTALPHA || blendFuncB == GE_DSTBLEND_DOUBLEINVDSTALPHA) {
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glBlendFuncB = D3DBLEND_ONE;
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}
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}
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if (usePreSrc) {
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glBlendFuncA = D3DBLEND_ONE;
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// Need to pull in the fixed color.
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