mirror of https://github.com/PCSX2/pcsx2.git
GSdx-d3d: Rename d3d9 blendtable and variables to d3d11.
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@ -398,9 +398,9 @@ void GSDevice11::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uin
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{
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int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
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bd.RenderTarget[0].BlendOp = (D3D11_BLEND_OP)m_blendMapD3D9[i].op;
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bd.RenderTarget[0].SrcBlend = (D3D11_BLEND)m_blendMapD3D9[i].src;
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bd.RenderTarget[0].DestBlend = (D3D11_BLEND)m_blendMapD3D9[i].dst;
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bd.RenderTarget[0].BlendOp = (D3D11_BLEND_OP)m_blendMapD3D11[i].op;
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bd.RenderTarget[0].SrcBlend = (D3D11_BLEND)m_blendMapD3D11[i].src;
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bd.RenderTarget[0].DestBlend = (D3D11_BLEND)m_blendMapD3D11[i].dst;
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bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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@ -148,7 +148,7 @@ bool GSDeviceDX::SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode)
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// # (tricky) => 1 * Cd + Cd * F => Use (Cd, F) as factor of color (1, Cd)
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// * (bogus) => C * (1 + F ) + ... => factor is always bigger than 1 (except above case)
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const GSDeviceDX::D3D9Blend GSDeviceDX::m_blendMapD3D9[3*3*3*3] =
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const GSDeviceDX::D3D11Blend GSDeviceDX::m_blendMapD3D11[3*3*3*3] =
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{
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{0, D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , // 0000: (Cs - Cs)*As + Cs ==> Cs
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{0, D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ONE} , // 0001: (Cs - Cs)*As + Cd ==> Cd
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@ -304,8 +304,8 @@ public:
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}
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};
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struct D3D9Blend {int bogus, op, src, dst;};
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static const D3D9Blend m_blendMapD3D9[3*3*3*3];
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struct D3D11Blend {int bogus, op, src, dst;};
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static const D3D11Blend m_blendMapD3D11[3*3*3*3];
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#pragma pack(pop)
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