D3D: Removed SetBlendOp, SetSrcBlend and SetDestBlend as they are now trivial
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9bdfd4a833
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@ -551,33 +551,6 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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}
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void SetSrcBlend(D3D11_BLEND val)
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{
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// Colors should blend against SRC_ALPHA
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if (val == D3D11_BLEND_SRC1_ALPHA)
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val = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
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val = D3D11_BLEND_INV_SRC_ALPHA;
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gx_state.blend.src_blend = val;
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}
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void SetDestBlend(D3D11_BLEND val)
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{
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// Colors should blend against SRC_ALPHA
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if (val == D3D11_BLEND_SRC1_ALPHA)
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val = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
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val = D3D11_BLEND_INV_SRC_ALPHA;
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gx_state.blend.dst_blend = val;
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}
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void SetBlendOp(D3D11_BLEND_OP val)
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{
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gx_state.blend.blend_op = val;
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}
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void Renderer::SetBlendMode(bool forceUpdate)
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{
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// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
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@ -612,18 +585,18 @@ void Renderer::SetBlendMode(bool forceUpdate)
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if (bpmem.blendmode.subtract)
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{
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gx_state.blend.blend_enable = true;
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SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT);
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SetSrcBlend(D3D11_BLEND_ONE);
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SetDestBlend(D3D11_BLEND_ONE);
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gx_state.blend.blend_op = D3D11_BLEND_OP_REV_SUBTRACT;
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gx_state.blend.src_blend = D3D11_BLEND_ONE;
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gx_state.blend.dst_blend = D3D11_BLEND_ONE;
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}
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else
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{
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gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable;
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if (bpmem.blendmode.blendenable)
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{
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SetBlendOp(D3D11_BLEND_OP_ADD);
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SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]);
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SetDestBlend(d3dDestFactors[bpmem.blendmode.dstfactor]);
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gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
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gx_state.blend.src_blend = d3dSrcFactors[bpmem.blendmode.srcfactor];
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gx_state.blend.dst_blend = d3dDestFactors[bpmem.blendmode.dstfactor];
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}
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}
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}
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@ -1181,9 +1154,9 @@ void Renderer::SetLogicOpMode()
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if (bpmem.blendmode.logicopenable)
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{
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gx_state.blend.blend_enable = true;
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SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]);
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SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
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SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
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gx_state.blend.blend_op = d3dLogicOps[bpmem.blendmode.logicmode];
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gx_state.blend.src_blend = d3dLogicOpSrcFactors[bpmem.blendmode.logicmode];
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gx_state.blend.dst_blend = d3dLogicOpDestFactors[bpmem.blendmode.logicmode];
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}
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else
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{
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