mirror of https://github.com/PCSX2/pcsx2.git
d4b62444d1
Add the remaining code and separate it in levels because dx sux. Basic blending mode -> doesn't enable fbmask on texture shuffle and triangle primitives. Medium -> doesn't enable fbmask on triangle primitives. High mode- > fully enables fbmask, note it's still not on par with opengl because we miss sw blending for some games. Also keep in mind that High Blending option on d3d11 is like 1/3 of Basic Blending option on GL. |
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GSDevice11.cpp | ||
GSDevice11.h | ||
GSRendererDX11.cpp | ||
GSRendererDX11.h | ||
GSTexture11.cpp | ||
GSTexture11.h | ||
GSTextureCache11.cpp | ||
GSTextureCache11.h | ||
GSTextureFX11.cpp |