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dx9: Reset more state before depal draw.
Was alpha blending before.
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@ -926,9 +926,18 @@ void TextureCacheDX9::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebu
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pD3Ddevice->SetVertexShader(depalShaderCache_->GetDepalettizeVertexShader());
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pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl);
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pD3Ddevice->SetTexture(1, clutTexture);
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pD3Ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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pD3Ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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pD3Ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
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framebufferManager_->BindFramebufferColor(0, framebuffer, true);
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pD3Ddevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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pD3Ddevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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pD3Ddevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
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pD3Ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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pD3Ddevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
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pD3Ddevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
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pD3Ddevice->SetRenderState(D3DRS_ZENABLE, FALSE);
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pD3Ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
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pD3Ddevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
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