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Show sample mask and blend factor even if NULL state is set. Refs #296
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@@ -1154,6 +1154,10 @@ D3D11PipelineState D3D11Replay::MakePipelineState()
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}
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}
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ret.m_OM.m_BlendState.SampleMask = rs->OM.SampleMask;
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memcpy(ret.m_OM.m_BlendState.BlendFactor, rs->OM.BlendFactor, sizeof(FLOAT) * 4);
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if(rs->OM.BlendState)
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{
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D3D11_BLEND_DESC desc;
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@@ -1161,8 +1165,6 @@ D3D11PipelineState D3D11Replay::MakePipelineState()
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ret.m_OM.m_BlendState.State = GetIDForResource(rs->OM.BlendState);
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ret.m_OM.m_BlendState.SampleMask = rs->OM.SampleMask;
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memcpy(ret.m_OM.m_BlendState.BlendFactor, rs->OM.BlendFactor, sizeof(FLOAT) * 4);
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ret.m_OM.m_BlendState.AlphaToCoverage = desc.AlphaToCoverageEnable == TRUE;
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ret.m_OM.m_BlendState.IndependentBlend = desc.IndependentBlendEnable == TRUE;
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@@ -1203,9 +1205,6 @@ D3D11PipelineState D3D11Replay::MakePipelineState()
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{
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ret.m_OM.m_BlendState.State = ResourceId();
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ret.m_OM.m_BlendState.SampleMask = ~0U;
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ret.m_OM.m_BlendState.BlendFactor[0] = ret.m_OM.m_BlendState.BlendFactor[1] =
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ret.m_OM.m_BlendState.BlendFactor[2] = ret.m_OM.m_BlendState.BlendFactor[3] = 1.0f;
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ret.m_OM.m_BlendState.AlphaToCoverage = false;
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ret.m_OM.m_BlendState.IndependentBlend = false;
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