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D3D1x: Fixed blend factor logic. Issue #732.
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@@ -2705,11 +2705,11 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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m_blendStateCache.add(hash, bs);
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}
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const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
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const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
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bool hasFactor = false
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|| f0 == (_state & f0)
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|| f1 == (_state & f1)
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bool hasFactor = 0
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|| 0 != (_state & BGFX_STATE_BLEND_FACTOR )
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|| 0 != (_state & BGFX_STATE_BLEND_INV_FACTOR )
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|| 0 != (_state & (BGFX_STATE_BLEND_FACTOR <<4) )
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|| 0 != (_state & (BGFX_STATE_BLEND_INV_FACTOR<<4) )
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;
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float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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@@ -4629,9 +4629,6 @@ data.NumQualityLevels = 0;
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m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
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#endif // BX_PLATFORM_WINDOWS
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const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
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const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
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D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
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ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
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scratchBuffer.reset(gpuHandle);
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@@ -5027,8 +5024,10 @@ data.NumQualityLevels = 0;
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{
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const uint64_t state = draw.m_stateFlags;
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bool hasFactor = 0
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|| f0 == (state & f0)
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|| f1 == (state & f1)
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|| 0 != (state & BGFX_STATE_BLEND_FACTOR )
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|| 0 != (state & BGFX_STATE_BLEND_INV_FACTOR )
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|| 0 != (state & (BGFX_STATE_BLEND_FACTOR <<4) )
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|| 0 != (state & (BGFX_STATE_BLEND_INV_FACTOR<<4) )
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;
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const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
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