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D3D11 shader blend and depal #9319
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dcfc37a
GL: Allow ShaderTexClamp path on PowerVR if no projection is needed
hrydgard 9359922
GL: Fix inconsistency with BindFramebufferColor
hrydgard 4538eda
Work towards enabling shader blending on D3D11
hrydgard 08d173c
Unify ApplyShaderBlending
hrydgard b961117
D3D11: Attempt a straight implementation of FramebufferBlit. Shader b…
hrydgard e83dd2b
Minor cleanup, elimintate some bind ordering hazards that D3D11 warns…
hrydgard f8305e8
Windows: Add main menu item for Direct3D11
hrydgard ba04055
Fix bugs. DBZ now shows outlines, though doesn't apply them correctly.
hrydgard b7f58a6
D3D11 depal: Directly index into the texture using Load() instead of …
hrydgard 0616856
State management fixes. DBZ toon shader effect now works.
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The only skip copy should be during depal - which renders ultimately to a temp FBO. This doesn't happen in practice does it? Not sure if
currentRenderVfb_
is always reset in that path.-[Unknown]
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Probably not, just wanted to make sure all cases were handled. Should probably report.