mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: EmulateBlending -> add [[fallthrough]] attribute to switch cases.
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@ -534,7 +534,7 @@ void GSRendererDX11::EmulateBlending()
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case ACC_BLEND_MEDIUM_D3D11:
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case ACC_BLEND_BASIC_D3D11:
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sw_blending |= accumulation_blend || blend_non_recursive;
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// fall through
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[[fallthrough]];
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default: break;
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}
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@ -493,23 +493,23 @@ void GSRendererOGL::EmulateBlending(bool& DATE_GL42, bool& DATE_GL45)
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switch (m_sw_blending) {
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case ACC_BLEND_ULTRA:
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sw_blending |= true;
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// fall through
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[[fallthrough]];
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case ACC_BLEND_FULL:
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if (!m_vt.m_alpha.valid && (ALPHA.C == 0)) GetAlphaMinMax();
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sw_blending |= (ALPHA.A != ALPHA.B) && ((ALPHA.C == 0 && m_vt.m_alpha.max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u));
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// fall through
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[[fallthrough]];
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case ACC_BLEND_HIGH:
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sw_blending |= (ALPHA.C == 1);
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// fall through
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[[fallthrough]];
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case ACC_BLEND_MEDIUM:
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// Initial idea was to enable accurate blending for sprite rendering to handle
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// correctly post-processing effect. Some games (ZoE) use tons of sprites as particles.
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// In order to keep it fast, let's limit it to smaller draw call.
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sw_blending |= m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 100;
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// fall through
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[[fallthrough]];
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case ACC_BLEND_BASIC:
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sw_blending |= impossible_or_free_blend;
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// fall through
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[[fallthrough]];
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default:
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/*sw_blending |= accumulation_blend*/;
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}
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