Gs-hw: Clean up blend flags.

Re arrange them from hw to sw.
This commit is contained in:
lightningterror 2023-03-10 11:13:05 +01:00
parent a6c372de46
commit ab17c3693f
1 changed files with 11 additions and 11 deletions

View File

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