when ONE / ONE_MINUS_SRC_ALPHA blending mode was used, the code wasn't saturating the color component.
the reason was that this mode is used for premltiplied alpha blending, however, if used with a non
premultiplied source, the color component would wrap.
unfortunately, this costs 6 extra cycles per pixels, however... "correctness" prevails.
this should not impact the UI since it's using h/w acceleration most of the time it also doesn't
impact games which should be using h/w GL. This change will slow the emulator down a bit.