Woops, better not forget the ing
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@ -961,7 +961,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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bool useDualSource = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBind;
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bool useDualSource = useDstAlpha && g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBinding;
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if (changes & 1)
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if (changes & 1)
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// blend enable change
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// blend enable change
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@ -178,7 +178,7 @@ void VertexManager::vFlush()
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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// Makes sure we can actually do Dual source blending
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBind;
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bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBinding;
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// finally bind
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// finally bind
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FRAGMENTSHADER* ps;
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FRAGMENTSHADER* ps;
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