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

@ -170,7 +170,7 @@ void VertexManager::vFlush()
int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
Draw(stride);
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
@ -182,13 +182,9 @@ void VertexManager::vFlush()
goto shader_fail;
}
// update alpha only
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
g_renderer->ApplyState(true);
Draw(stride);
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
g_renderer->RestoreState();
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);