mirror of https://github.com/PCSX2/pcsx2.git
Gs-hw: Clean up blend flags.
Re arrange them from hw to sw.
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@ -199,17 +199,17 @@ public:
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enum HWBlendFlags
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{
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// A couple of flag to determine the blending behavior
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BLEND_CD = 0x8, // Output is Cd, hw blend can handle it
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BLEND_MIX1 = 0x10, // Mix of hw and sw, do Cs*F or Cs*As in shader
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BLEND_MIX2 = 0x20, // Mix of hw and sw, do Cs*(As + 1) or Cs*(F + 1) in shader
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BLEND_MIX3 = 0x40, // Mix of hw and sw, do Cs*(1 - As) or Cs*(1 - F) in shader
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BLEND_A_MAX = 0x80, // Impossible blending uses coeff bigger than 1
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BLEND_C_CLR1 = 0x100, // Clear color blending (use directly the destination color as blending factor)
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BLEND_C_CLR2_AF = 0x200, // Clear color blending (use directly the destination color as blending factor)
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BLEND_C_CLR2_AS = 0x400, // Clear color blending (use directly the destination color as blending factor)
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BLEND_C_CLR3 = 0x800, // Multiply Cs by (255/128) to compensate for wrong Ad/255 value, should be Ad/128
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BLEND_NO_REC = 0x1000, // Doesn't require sampling of the RT as a texture
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BLEND_ACCU = 0x2000, // Allow to use a mix of SW and HW blending to keep the best of the 2 worlds
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BLEND_CD = 0x1, // Output is Cd, hw blend can handle it
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BLEND_C_CLR1 = 0x2, // Clear color blending (use directly the destination color as blending factor)
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BLEND_C_CLR2_AF = 0x4, // Clear color blending (use directly the destination color as blending factor)
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BLEND_C_CLR2_AS = 0x8, // Clear color blending (use directly the destination color as blending factor)
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BLEND_C_CLR3 = 0x10, // Multiply Cs by (255/128) to compensate for wrong Ad/255 value, should be Ad/128
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BLEND_MIX1 = 0x20, // Mix of hw and sw, do Cs*F or Cs*As in shader
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BLEND_MIX2 = 0x40, // Mix of hw and sw, do Cs*(As + 1) or Cs*(F + 1) in shader
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BLEND_MIX3 = 0x80, // Mix of hw and sw, do Cs*(1 - As) or Cs*(1 - F) in shader
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BLEND_ACCU = 0x100, // Allow to use a mix of SW and HW blending to keep the best of the 2 worlds
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BLEND_NO_REC = 0x200, // Doesn't require sampling of the RT as a texture
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BLEND_A_MAX = 0x400, // Impossible blending uses coeff bigger than 1
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};
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// Determines the HW blend function for DX11/OGL
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