fixed blending and PC_TEX_FMT_I8 and PC_TEX_FMT_I4_AS_I8 texture loading in dx11

enjoy

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5686 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-06-14 00:13:49 +00:00
parent 7e27914b45
commit c759f7b3be
2 changed files with 17 additions and 13 deletions

View File

@ -759,11 +759,11 @@ void Renderer::SetBlendMode(bool forceUpdate)
{
#define BLEND_ENABLE_MASK 1
#define BLENDOP_SHIFT 2
#define BLENDOP_MASK (1<<BLENDOP_SHIFT)
#define BLENDOP_MASK 4
#define SRCFACTOR_SHIFT 3
#define DESTFACTOR_SHIFT 6
#define SRCFACTOR_MASK (7 << SRCFACTOR_SHIFT)
#define DESTFACTOR_MASK (7 << DESTFACTOR_SHIFT)
#define FACTOR_MASK 7
// blend mode bit mask
// 0 - blend enable
@ -795,8 +795,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
if (changes & 0x1F8) // blend RGB change
{
D3D::gfxstate->SetSrcBlend(d3dSrcFactors[(newval & SRCFACTOR_MASK) >> SRCFACTOR_SHIFT]);
D3D::gfxstate->SetDestBlend(d3dDestFactors[(newval & DESTFACTOR_MASK) >> DESTFACTOR_SHIFT]);
D3D::gfxstate->SetSrcBlend(d3dSrcFactors[(newval >> SRCFACTOR_SHIFT) & FACTOR_MASK]);
D3D::gfxstate->SetDestBlend(d3dDestFactors[(newval >> DESTFACTOR_SHIFT) & FACTOR_MASK]);
}
s_blendMode = newval;
}