gsdx-ogl: remove bsel.ps

Just clear bsel.abe to disable blending
This commit is contained in:
Gregory Hainaut 2015-07-30 19:11:38 +02:00
parent 25298c70f7
commit 83f874db93
3 changed files with 4 additions and 15 deletions

View File

@ -452,9 +452,8 @@ class GSDeviceOGL : public GSDevice
uint32 d:2;
uint32 negative:1;
uint32 accu:1;
uint32 ps:1;
uint32 _free:20;
uint32 _free:21;
};
struct
@ -463,9 +462,8 @@ class GSDeviceOGL : public GSDevice
uint32 abcd:8;
uint32 _negative:1;
uint32 _accu:1;
uint32 _ps:1;
uint32 _free2:20;
uint32 _free2:21;
};
uint32 key;

View File

@ -409,8 +409,8 @@ bool GSRendererOGL::EmulateBlending(GSDeviceOGL::PSSelector& ps_sel, GSDeviceOGL
om_bsel.a, om_bsel.b, om_bsel.c, om_bsel.d, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, sw_blending);
#endif
if (sw_blending) {
// select a shader that support blending
om_bsel.ps = 1;
// Disable HW blending except in accu mode
om_bsel.abe = ps_sel.blend_accu;
ps_sel.blend_a = om_bsel.a;
ps_sel.blend_b = om_bsel.b;
ps_sel.blend_c = om_bsel.c;

View File

@ -197,15 +197,6 @@ void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, fl
OMSetDepthStencilState(dss, 1);
if (bsel.ps && !bsel.accu) {
if (GLState::blend) {
GLState::blend = false;
glDisable(GL_BLEND);
}
// No hardware blending thank
return;
}
// *************************************************************
// Static
// *************************************************************