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GPU/HW: Fix texture filtering making everything transparent
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@ -165,6 +165,7 @@ bool GPU_HW::Initialize()
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m_resolution_scale = CalculateResolutionScale();
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m_multisamples = std::min(g_settings.gpu_multisamples, g_gpu_device->GetMaxMultisamples());
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m_supports_dual_source_blend = features.dual_source_blend;
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m_per_sample_shading = g_settings.gpu_per_sample_shading && features.per_sample_shading;
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m_true_color = g_settings.gpu_true_color;
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m_scaled_dithering = g_settings.gpu_scaled_dithering;
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@ -783,9 +784,8 @@ bool GPU_HW::CompilePipelines()
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plconfig.fragment_shader =
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batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing].get();
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// TODO: Depth write always on???
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plconfig.depth.depth_test = depth_test_values[depth_test];
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plconfig.depth.depth_write = true;
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plconfig.depth.depth_write = !m_pgxp_depth_buffer || depth_test != 0;
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plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState();
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if ((static_cast<GPUTransparencyMode>(transparency_mode) != GPUTransparencyMode::Disabled &&
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@ -1563,7 +1563,7 @@ void GPU_HW::LoadVertices()
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for (BatchVertex& v : vertices)
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v.w = 1.0f;
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}
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else if (g_settings.gpu_pgxp_depth_buffer)
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else if (m_pgxp_depth_buffer)
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{
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const bool use_depth = (m_batch.transparency_mode == GPUTransparencyMode::Disabled);
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SetBatchDepthBuffer(use_depth);
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