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gsdx ogl: avoid bad logging of framebuffer/texture overlap
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@ -1133,7 +1133,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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// Always check if primitive overlap. The function will return PRIM_OVERLAP_UNKNOW for non sprite primitive
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// Always check if primitive overlap. The function will return PRIM_OVERLAP_UNKNOW for non sprite primitive
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m_prim_overlap = PrimitiveOverlap();
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m_prim_overlap = PrimitiveOverlap();
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#ifdef ENABLE_OGL_DEBUG
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#ifdef ENABLE_OGL_DEBUG
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if (m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_context->FRAME.Block() == m_context->TEX0.TBP0) && (m_vertex.next > 2)) {
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if (PRIM->TME && m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_context->FRAME.Block() == m_context->TEX0.TBP0) && (m_vertex.next > 2)) {
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GL_INS("ERROR: Source and Target are the same!");
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GL_INS("ERROR: Source and Target are the same!");
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}
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}
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#endif
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#endif
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