PixelShaderGen: Invert conditional in WriteColor()

Puts the true condition body first instead of the false one for better
reading.
This commit is contained in:
Lioncash 2018-03-27 18:44:10 -04:00
parent c9e0045881
commit f10198500e
1 changed files with 8 additions and 10 deletions

View File

@ -1394,22 +1394,20 @@ static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid
// Colors will be blended against the 8-bit alpha from ocol1 and
// the 6-bit alpha from ocol0 will be written to the framebuffer
if (!uid_data->useDstAlpha)
{
out.Write("\tocol0.a = float(prev.a >> 2) / 63.0;\n");
if (use_dual_source)
out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
}
else
if (uid_data->useDstAlpha)
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
out.Write("\tocol0.a = float(" I_ALPHA ".a >> 2) / 63.0;\n");
// Use dual-source color blending to perform dst alpha in a single pass
if (use_dual_source)
{
out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
}
out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
}
else
{
out.Write("\tocol0.a = float(prev.a >> 2) / 63.0;\n");
if (use_dual_source)
out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
}
}