DX11 code maintenance, part 4:

Move blend state management from EmuGfxState to Renderer.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6905 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2011-01-24 10:42:43 +00:00
parent cd5a2e4cc5
commit e0c6092721
10 changed files with 143 additions and 171 deletions

View File

@ -1261,6 +1261,25 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
XFBWrited = false;
}
void Renderer::ApplyState(bool bUseDstAlpha)
{
if (bUseDstAlpha)
{
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
}
}
void Renderer::RestoreState()
{
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
// TODO: Enable this code. Caused glitches for me however (neobrain)
// for (unsigned int i = 0; i < 8; ++i)
// D3D::dev->SetTexture(i, NULL);
}
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{