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D3D11: Allow shader blend to self #11584

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merged 3 commits into from
Nov 24, 2018
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unknownbrackets
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This fixes #9616, which was black because D3D11 was checking currentRenderVfb_ even when the actual depal temp target was different.

Also, D3D9 and D3D11 weren't applying bounds correctly - D3D11 was skipping them, and D3D9 had them upside down. That said, I'm a bit unclear why they needed flipping, since we don't flip framebufs on D3D... but it matches the pos/uv when not applying bounds.

-[Unknown]

@hrydgard
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While D3D doesn't have framebuffers that are upside down relative to textures like OpenGL does, it considers positive y to be up in clip space. I think that's the explanation, at least...

@hrydgard hrydgard merged commit 04f57bd into hrydgard:master Nov 24, 2018
@unknownbrackets
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Oops, I typed shader blend in the title but meant depal, derp.

-[Unknown]

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Jackass The Game - ULUS10303 d3d11 problem
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