D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial

This commit is contained in:
Yuriy O'Donnell
2014-10-17 22:24:44 +02:00
parent 9bdfd4a833
commit b78396847f

View File

@ -551,33 +551,6 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
} }
void SetSrcBlend(D3D11_BLEND val)
{
// Colors should blend against SRC_ALPHA
if (val == D3D11_BLEND_SRC1_ALPHA)
val = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
val = D3D11_BLEND_INV_SRC_ALPHA;
gx_state.blend.src_blend = val;
}
void SetDestBlend(D3D11_BLEND val)
{
// Colors should blend against SRC_ALPHA
if (val == D3D11_BLEND_SRC1_ALPHA)
val = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
val = D3D11_BLEND_INV_SRC_ALPHA;
gx_state.blend.dst_blend = val;
}
void SetBlendOp(D3D11_BLEND_OP val)
{
gx_state.blend.blend_op = val;
}
void Renderer::SetBlendMode(bool forceUpdate) void Renderer::SetBlendMode(bool forceUpdate)
{ {
// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel // Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
@ -612,18 +585,18 @@ void Renderer::SetBlendMode(bool forceUpdate)
if (bpmem.blendmode.subtract) if (bpmem.blendmode.subtract)
{ {
gx_state.blend.blend_enable = true; gx_state.blend.blend_enable = true;
SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT); gx_state.blend.blend_op = D3D11_BLEND_OP_REV_SUBTRACT;
SetSrcBlend(D3D11_BLEND_ONE); gx_state.blend.src_blend = D3D11_BLEND_ONE;
SetDestBlend(D3D11_BLEND_ONE); gx_state.blend.dst_blend = D3D11_BLEND_ONE;
} }
else else
{ {
gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable; gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable;
if (bpmem.blendmode.blendenable) if (bpmem.blendmode.blendenable)
{ {
SetBlendOp(D3D11_BLEND_OP_ADD); gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]); gx_state.blend.src_blend = d3dSrcFactors[bpmem.blendmode.srcfactor];
SetDestBlend(d3dDestFactors[bpmem.blendmode.dstfactor]); gx_state.blend.dst_blend = d3dDestFactors[bpmem.blendmode.dstfactor];
} }
} }
} }
@ -1181,9 +1154,9 @@ void Renderer::SetLogicOpMode()
if (bpmem.blendmode.logicopenable) if (bpmem.blendmode.logicopenable)
{ {
gx_state.blend.blend_enable = true; gx_state.blend.blend_enable = true;
SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]); gx_state.blend.blend_op = d3dLogicOps[bpmem.blendmode.logicmode];
SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]); gx_state.blend.src_blend = d3dLogicOpSrcFactors[bpmem.blendmode.logicmode];
SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]); gx_state.blend.dst_blend = d3dLogicOpDestFactors[bpmem.blendmode.logicmode];
} }
else else
{ {