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wined3d: Only disable blending for offscreen targets.
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@ -252,7 +252,8 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
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/* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
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* The d3d9 visual test confirms the behavior. */
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if (!(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
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if (context->render_offscreen
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&& !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
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{
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glDisable(GL_BLEND);
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checkGLcall("glDisable GL_BLEND");
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