D3D11: Allow shader blend to self #11584
Merged
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This fixes #9616, which was black because D3D11 was checking
currentRenderVfb_
even when the actual depal temp target was different.Also, D3D9 and D3D11 weren't applying bounds correctly - D3D11 was skipping them, and D3D9 had them upside down. That said, I'm a bit unclear why they needed flipping, since we don't flip framebufs on D3D... but it matches the pos/uv when not applying bounds.
-[Unknown]