diff --git a/pcsx2/GS/Renderers/Common/GSDevice.h b/pcsx2/GS/Renderers/Common/GSDevice.h index e0993572ab..da18e56a8a 100644 --- a/pcsx2/GS/Renderers/Common/GSDevice.h +++ b/pcsx2/GS/Renderers/Common/GSDevice.h @@ -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