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Moves blend state management to DeviceCommandContext. Fixes #6420
Tested By: Langbart Comments By: Stan Differential Revision: https://code.wildfiregames.com/D4441 This was SVN commit r26228.
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@@ -345,7 +345,9 @@ struct SMRCompareTechBucket
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}
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};
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void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShaderDefines& context, int cullGroup, int flags)
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void ShaderModelRenderer::Render(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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const RenderModifierPtr& modifier, const CShaderDefines& context, int cullGroup, int flags)
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{
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if (m->submissions[cullGroup].empty())
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return;
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@@ -626,6 +628,8 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade
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for (int pass = 0; pass < currentTech->GetNumPasses(); ++pass)
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{
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currentTech->BeginPass(pass);
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deviceCommandContext->SetGraphicsPipelineState(
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currentTech->GetGraphicsPipelineStateDesc(pass));
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const CShaderProgramPtr& shader = currentTech->GetShader(pass);
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int streamflags = shader->GetStreamFlags();
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