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