First Stage:

Fix depth related errors in dstalpha pass.
best place to test: water splash effect in super mario galaxy
This commit is contained in:
rodolfoosvaldobogado
2012-04-02 14:26:12 -03:00
parent f7ce27c91d
commit a0d60210fd
10 changed files with 101 additions and 26 deletions

View File

@ -1211,11 +1211,11 @@ void Renderer::RestoreAPIState()
BPFunctions::SetScissor();
}
void Renderer::ApplyState(bool bUseDstAlpha)
void Renderer::ApplyState(u32 mode)
{
HRESULT hr;
if (bUseDstAlpha)
if (mode & RSM_UseDstAlpha)
{
// Colors should blend against SRC1_ALPHA
if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
@ -1275,7 +1275,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
D3D::stateman->Apply();
if (bUseDstAlpha)
if (mode & RSM_UseDstAlpha)
{
// restore actual state
SetBlendMode(false);