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	Rasterizer: Allow all blend factors for alpha blend-func
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				@ -923,60 +923,16 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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            if (output_merger.alphablend_enable) {
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                auto params = output_merger.alpha_blending;
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                auto LookupFactorRGB = [&](Regs::BlendFactor factor) -> Math::Vec3<u8> {
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                    switch (factor) {
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                    case Regs::BlendFactor::Zero :
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                        return Math::Vec3<u8>(0, 0, 0);
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                auto LookupFactor = [&](unsigned channel, Regs::BlendFactor factor) -> u8 {
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                    DEBUG_ASSERT(channel < 4);
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                    case Regs::BlendFactor::One :
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                        return Math::Vec3<u8>(255, 255, 255);
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                    const Math::Vec4<u8> blend_const = {
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                        static_cast<u8>(output_merger.blend_const.r),
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                        static_cast<u8>(output_merger.blend_const.g),
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                        static_cast<u8>(output_merger.blend_const.b),
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                        static_cast<u8>(output_merger.blend_const.a)
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                    };
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                    case Regs::BlendFactor::SourceColor:
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                        return combiner_output.rgb();
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                    case Regs::BlendFactor::OneMinusSourceColor:
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                        return Math::Vec3<u8>(255 - combiner_output.r(), 255 - combiner_output.g(), 255 - combiner_output.b());
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                    case Regs::BlendFactor::DestColor:
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                        return dest.rgb();
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                    case Regs::BlendFactor::OneMinusDestColor:
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                        return Math::Vec3<u8>(255 - dest.r(), 255 - dest.g(), 255 - dest.b());
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                    case Regs::BlendFactor::SourceAlpha:
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                        return Math::Vec3<u8>(combiner_output.a(), combiner_output.a(), combiner_output.a());
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                    case Regs::BlendFactor::OneMinusSourceAlpha:
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                        return Math::Vec3<u8>(255 - combiner_output.a(), 255 - combiner_output.a(), 255 - combiner_output.a());
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                    case Regs::BlendFactor::DestAlpha:
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                        return Math::Vec3<u8>(dest.a(), dest.a(), dest.a());
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                    case Regs::BlendFactor::OneMinusDestAlpha:
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                        return Math::Vec3<u8>(255 - dest.a(), 255 - dest.a(), 255 - dest.a());
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                    case Regs::BlendFactor::ConstantColor:
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                        return Math::Vec3<u8>(output_merger.blend_const.r, output_merger.blend_const.g, output_merger.blend_const.b);
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                    case Regs::BlendFactor::OneMinusConstantColor:
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                        return Math::Vec3<u8>(255 - output_merger.blend_const.r, 255 - output_merger.blend_const.g, 255 - output_merger.blend_const.b);
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                    case Regs::BlendFactor::ConstantAlpha:
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                        return Math::Vec3<u8>(output_merger.blend_const.a, output_merger.blend_const.a, output_merger.blend_const.a);
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                    case Regs::BlendFactor::OneMinusConstantAlpha:
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                        return Math::Vec3<u8>(255 - output_merger.blend_const.a, 255 - output_merger.blend_const.a, 255 - output_merger.blend_const.a);
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                    default:
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                        LOG_CRITICAL(HW_GPU, "Unknown color blend factor %x", factor);
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                        UNIMPLEMENTED();
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                        break;
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                    }
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                    return {};
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                };
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                auto LookupFactorA = [&](Regs::BlendFactor factor) -> u8 {
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                    switch (factor) {
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                    case Regs::BlendFactor::Zero:
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                        return 0;
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@ -984,6 +940,18 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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                    case Regs::BlendFactor::One:
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                        return 255;
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                    case Regs::BlendFactor::SourceColor:
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                        return combiner_output[channel];
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                    case Regs::BlendFactor::OneMinusSourceColor:
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                        return 255 - combiner_output[channel];
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                    case Regs::BlendFactor::DestColor:
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                        return dest[channel];
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                    case Regs::BlendFactor::OneMinusDestColor:
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                        return 255 - dest[channel];
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                    case Regs::BlendFactor::SourceAlpha:
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                        return combiner_output.a();
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@ -996,19 +964,31 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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                    case Regs::BlendFactor::OneMinusDestAlpha:
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                        return 255 - dest.a();
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                    case Regs::BlendFactor::ConstantColor:
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                        return blend_const[channel];
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                    case Regs::BlendFactor::OneMinusConstantColor:
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                        return 255 - blend_const[channel];
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                    case Regs::BlendFactor::ConstantAlpha:
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                        return output_merger.blend_const.a;
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                        return blend_const.a();
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                    case Regs::BlendFactor::OneMinusConstantAlpha:
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                        return 255 - output_merger.blend_const.a;
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                        return 255 - blend_const.a();
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                    case Regs::BlendFactor::SourceAlphaSaturate:
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                        // Returns 1.0 for the alpha channel
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                        if (channel == 3)
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                            return 255;
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                        return std::min(combiner_output.a(), static_cast<u8>(255 - dest.a()));
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                    default:
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                        LOG_CRITICAL(HW_GPU, "Unknown alpha blend factor %x", factor);
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                        LOG_CRITICAL(HW_GPU, "Unknown blend factor %x", factor);
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                        UNIMPLEMENTED();
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                        break;
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                    }
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                    return {};
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                    return combiner_output[channel];
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                };
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                static auto EvaluateBlendEquation = [](const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
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@ -1060,10 +1040,15 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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                                    MathUtil::Clamp(result.a(), 0, 255));
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                };
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                auto srcfactor = Math::MakeVec(LookupFactorRGB(params.factor_source_rgb),
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                                               LookupFactorA(params.factor_source_a));
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                auto dstfactor = Math::MakeVec(LookupFactorRGB(params.factor_dest_rgb),
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                                               LookupFactorA(params.factor_dest_a));
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                auto srcfactor = Math::MakeVec(LookupFactor(0, params.factor_source_rgb),
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                                               LookupFactor(1, params.factor_source_rgb),
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                                               LookupFactor(2, params.factor_source_rgb),
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                                               LookupFactor(3, params.factor_source_a));
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                auto dstfactor = Math::MakeVec(LookupFactor(0, params.factor_dest_rgb),
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                                               LookupFactor(1, params.factor_dest_rgb),
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                                               LookupFactor(2, params.factor_dest_rgb),
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                                               LookupFactor(3, params.factor_dest_a));
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                blend_output     = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, params.blend_equation_rgb);
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                blend_output.a() = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, params.blend_equation_a).a();
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