VideoBackends: Always enable dual-source blending if supported.

This commit is contained in:
Jules Blok
2016-10-10 17:19:00 +02:00
parent 93109df654
commit ab5054c34e
6 changed files with 20 additions and 44 deletions

View File

@ -380,7 +380,7 @@ ID3D11BlendState* StateCache::Get(BlendState state)
blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op;
if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR)
@ -391,7 +391,7 @@ ID3D11BlendState* StateCache::Get(BlendState state)
blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend;
if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR)
@ -403,18 +403,6 @@ ID3D11BlendState* StateCache::Get(BlendState state)
if (state.use_dst_alpha)
{
// Colors should blend against SRC1_ALPHA
if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA)
blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA;
// Colors should blend against SRC1_ALPHA
if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA)
blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA)
blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA;
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;