Implement dual-source blending in shader

For some GLES drivers that don't support dual-source blending, but do
support GL_EXT_shader_framebuffer_fetch, this might be useful.
This commit is contained in:
Jonathan Hamilton
2017-10-25 22:44:39 -07:00
parent 11976526d1
commit 29a9ed043b
12 changed files with 222 additions and 41 deletions

View File

@ -46,6 +46,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsGPUTextureDecoding = false;
g_Config.backend_info.bSupportsST3CTextures = false;
g_Config.backend_info.bSupportsBPTCTextures = false;
g_Config.backend_info.bSupportsFramebufferFetch = false;
// aamodes: We only support 1 sample, so no MSAA
g_Config.backend_info.Adapters.clear();