mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-24 16:48:18 -05:00
Added blend factor/color blend modes support.
This commit is contained in:
parent
365f2655b3
commit
5b763a28bb
7 changed files with 89 additions and 44 deletions
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@ -37,6 +37,8 @@
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#define BGFX_STATE_BLEND_DST_COLOR UINT64_C(0x0000000000009000)
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#define BGFX_STATE_BLEND_DST_COLOR UINT64_C(0x0000000000009000)
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#define BGFX_STATE_BLEND_INV_DST_COLOR UINT64_C(0x000000000000a000)
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#define BGFX_STATE_BLEND_INV_DST_COLOR UINT64_C(0x000000000000a000)
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#define BGFX_STATE_BLEND_SRC_ALPHA_SAT UINT64_C(0x000000000000b000)
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#define BGFX_STATE_BLEND_SRC_ALPHA_SAT UINT64_C(0x000000000000b000)
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#define BGFX_STATE_BLEND_FACTOR UINT64_C(0x000000000000c000)
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#define BGFX_STATE_BLEND_INV_FACTOR UINT64_C(0x000000000000d000)
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#define BGFX_STATE_BLEND_SHIFT 12
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#define BGFX_STATE_BLEND_SHIFT 12
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#define BGFX_STATE_BLEND_MASK UINT64_C(0x000000000ffff000)
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#define BGFX_STATE_BLEND_MASK UINT64_C(0x000000000ffff000)
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@ -724,10 +726,13 @@ namespace bgfx
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/// BGFX_STATE_MSAA - Enable MSAA.
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/// BGFX_STATE_MSAA - Enable MSAA.
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/// BGFX_STATE_PT_[LINES/POINTS] - Primitive type.
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/// BGFX_STATE_PT_[LINES/POINTS] - Primitive type.
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///
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///
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/// @param _rgba Sets blend factor used by BGFX_STATE_BLEND_FACTOR and
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/// BGFX_STATE_BLEND_INV_FACTOR blend modes.
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///
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/// NOTE:
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/// NOTE:
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/// Use BGFX_STATE_ALPHA_REF, BGFX_STATE_BLEND_FUNC and
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/// Use BGFX_STATE_ALPHA_REF, BGFX_STATE_BLEND_FUNC and
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/// BGFX_STATE_BLEND_FUNC macros to setup more complex states.
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/// BGFX_STATE_BLEND_FUNC macros to setup more complex states.
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void setState(uint64_t _state);
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void setState(uint64_t _state, uint32_t _rgba = UINT32_MAX);
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/// Set stencil test state.
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/// Set stencil test state.
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///
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///
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@ -1299,10 +1299,10 @@ namespace bgfx
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s_ctx.setViewTransformMask(_viewMask, _view, _proj, _other);
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s_ctx.setViewTransformMask(_viewMask, _view, _proj, _other);
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}
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}
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void setState(uint64_t _state)
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void setState(uint64_t _state, uint32_t _rgba)
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{
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{
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BGFX_CHECK_MAIN_THREAD();
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BGFX_CHECK_MAIN_THREAD();
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s_ctx.m_submit->setState(_state);
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s_ctx.m_submit->setState(_state, _rgba);
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}
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}
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void setStencil(uint32_t _fstencil, uint32_t _bstencil)
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void setStencil(uint32_t _fstencil, uint32_t _bstencil)
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@ -855,11 +855,12 @@ namespace bgfx
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m_constBegin = m_constEnd;
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m_constBegin = m_constEnd;
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m_flags = BGFX_STATE_DEFAULT;
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m_flags = BGFX_STATE_DEFAULT;
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m_stencil = packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT);
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m_stencil = packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT);
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m_rgba = UINT32_MAX;
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m_matrix = 0;
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m_matrix = 0;
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m_startIndex = 0;
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m_startIndex = 0;
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m_numIndices = UINT32_MAX;
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m_numIndices = UINT32_MAX;
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m_startVertex = 0;
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m_startVertex = 0;
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m_numVertices = UINT32_C(0xffffffff);
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m_numVertices = UINT32_MAX;
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m_instanceDataOffset = 0;
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m_instanceDataOffset = 0;
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m_instanceDataStride = 0;
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m_instanceDataStride = 0;
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m_numInstances = 1;
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m_numInstances = 1;
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@ -878,6 +879,7 @@ namespace bgfx
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uint64_t m_flags;
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uint64_t m_flags;
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uint64_t m_stencil;
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uint64_t m_stencil;
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uint32_t m_rgba;
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uint32_t m_constBegin;
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uint32_t m_constBegin;
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uint32_t m_constEnd;
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uint32_t m_constEnd;
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uint32_t m_matrix;
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uint32_t m_matrix;
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@ -984,11 +986,12 @@ namespace bgfx
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}
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}
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}
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}
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void setState(uint64_t _state)
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void setState(uint64_t _state, uint32_t _rgba)
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{
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{
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uint8_t blend = ( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT)&0xff;
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uint8_t blend = ( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT)&0xff;
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m_key.m_trans = "\x0\x1\x1\x2\x2\x1\x2\x1\x2\x1\x1\x1\x1\x1\x1\x1\x1"[( (blend)&0xf) + (!!blend)];
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m_key.m_trans = "\x0\x1\x1\x2\x2\x1\x2\x1\x2\x1\x1\x1\x1\x1\x1\x1\x1"[( (blend)&0xf) + (!!blend)];
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m_state.m_flags = _state;
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m_state.m_flags = _state;
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m_state.m_rgba = _rgba;
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}
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}
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void setStencil(uint32_t _fstencil, uint32_t _bstencil)
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void setStencil(uint32_t _fstencil, uint32_t _bstencil)
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@ -135,6 +135,7 @@ GL_IMPORT(true, PFNGLSTENCILOPSEPARATEPROC, glStencilOpSeparate);
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GL_IMPORT(true, PFNGLBLENDFUNCSEPARATEPROC, glBlendFuncSeparate);
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GL_IMPORT(true, PFNGLBLENDFUNCSEPARATEPROC, glBlendFuncSeparate);
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GL_IMPORT(true, PFNGLBLENDEQUATIONSEPARATEPROC, glBlendEquationSeparate);
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GL_IMPORT(true, PFNGLBLENDEQUATIONSEPARATEPROC, glBlendEquationSeparate);
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GL_IMPORT(true, PFNGLBLENDCOLORPROC, glBlendColor);
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#if BGFX_CONFIG_DEBUG_GREMEDY
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#if BGFX_CONFIG_DEBUG_GREMEDY
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GL_IMPORT(true, PFNGLSTRINGMARKERGREMEDYPROC, glStringMarkerGREMEDY);
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GL_IMPORT(true, PFNGLSTRINGMARKERGREMEDYPROC, glStringMarkerGREMEDY);
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@ -19,18 +19,20 @@ namespace bgfx
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static const D3D11_BLEND s_blendFactor[][2] =
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static const D3D11_BLEND s_blendFactor[][2] =
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{
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{
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{ (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
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{ (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
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{ D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
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{ D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
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{ D3D11_BLEND_ONE, D3D11_BLEND_ONE },
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{ D3D11_BLEND_ONE, D3D11_BLEND_ONE },
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{ D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
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{ D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
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{ D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
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{ D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
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{ D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
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{ D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
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{ D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
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{ D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
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{ D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
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{ D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
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{ D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
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{ D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
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{ D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
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{ D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
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{ D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
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{ D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
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{ D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
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{ D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
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{ D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR },
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{ D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR },
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};
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};
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static const D3D11_COMPARISON_FUNC s_depthFunc[] =
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static const D3D11_COMPARISON_FUNC s_depthFunc[] =
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m_deviceCtx->IASetInputLayout(layout);
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m_deviceCtx->IASetInputLayout(layout);
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}
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}
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void setBlendState(uint64_t _state)
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void setBlendState(uint64_t _state, uint32_t _rgba = UINT32_MAX)
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{
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{
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_state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
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_state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
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@ -675,7 +677,13 @@ namespace bgfx
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m_blendStateCache.add(_state, bs);
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m_blendStateCache.add(_state, bs);
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}
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}
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m_deviceCtx->OMSetBlendState(bs, NULL, 0xffffffff);
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float blendFactor[4];
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blendFactor[0] = (_rgba>>24)/255.0f;
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blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
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blendFactor[2] = ( (_rgba>>8)&0xff)/255.0f;
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blendFactor[3] = (_rgba&0xff)/255.0f;
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m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
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}
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}
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void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
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void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
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{
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{
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if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
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if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
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{
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{
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s_renderCtx.setBlendState(newFlags);
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s_renderCtx.setBlendState(newFlags, state.m_rgba);
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}
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}
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if ( (BGFX_STATE_CULL_MASK) & changedFlags)
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if ( (BGFX_STATE_CULL_MASK) & changedFlags)
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static const D3DBLEND s_blendFactor[][2] =
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static const D3DBLEND s_blendFactor[][2] =
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{
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{
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{ (D3DBLEND)0, (D3DBLEND)0 }, // ignored
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{ (D3DBLEND)0, (D3DBLEND)0 }, // ignored
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{ D3DBLEND_ZERO, D3DBLEND_ZERO },
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{ D3DBLEND_ZERO, D3DBLEND_ZERO },
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{ D3DBLEND_ONE, D3DBLEND_ONE },
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{ D3DBLEND_ONE, D3DBLEND_ONE },
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{ D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR },
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{ D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR },
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{ D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR },
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{ D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR },
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{ D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA },
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{ D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA },
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{ D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA },
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{ D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA },
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{ D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA },
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{ D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA },
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{ D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA },
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{ D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA },
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{ D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR },
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{ D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR },
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{ D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR },
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{ D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR },
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{ D3DBLEND_SRCALPHASAT, D3DBLEND_ONE },
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{ D3DBLEND_SRCALPHASAT, D3DBLEND_ONE },
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{ D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR },
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{ D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR },
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};
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};
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static const D3DCMPFUNC s_depthFunc[] =
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static const D3DCMPFUNC s_depthFunc[] =
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uint8_t view = 0xff;
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uint8_t view = 0xff;
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RenderTargetHandle rt = BGFX_INVALID_HANDLE;
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RenderTargetHandle rt = BGFX_INVALID_HANDLE;
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float alphaRef = 0.0f;
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float alphaRef = 0.0f;
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uint32_t blendFactor = 0;
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D3DPRIMITIVETYPE primType = D3DPT_TRIANGLELIST;
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D3DPRIMITIVETYPE primType = D3DPT_TRIANGLELIST;
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uint32_t primNumVerts = 3;
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uint32_t primNumVerts = 3;
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DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dst][1]) );
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DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dst][1]) );
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// DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA) );
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// DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA) );
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// DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA) );
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// DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA) );
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if (0 != (blend&(BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR) ) )
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&& blendFactor != state.m_rgba)
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{
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blendFactor = state.m_rgba;
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DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, blendFactor) );
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}
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}
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}
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}
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}
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NVX_gpu_memory_info,
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NVX_gpu_memory_info,
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OES_rgb8_rgba8,
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OES_rgb8_rgba8,
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EXT_texture_storage,
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EXT_texture_storage,
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EXT_blend_color,
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Count
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Count
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};
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};
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{ "GL_NVX_gpu_memory_info", false, true },
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{ "GL_NVX_gpu_memory_info", false, true },
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{ "GL_OES_rgb8_rgba8", false, true },
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{ "GL_OES_rgb8_rgba8", false, true },
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{ "GL_EXT_texture_storage", false, true },
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{ "GL_EXT_texture_storage", false, true },
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{ "GL_EXT_blend_color", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
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};
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};
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#if BGFX_CONFIG_RENDERER_OPENGLES3
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#if BGFX_CONFIG_RENDERER_OPENGLES3
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static const GLenum s_blendFactor[][2] =
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static const GLenum s_blendFactor[][2] =
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{
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{
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{ 0, 0 }, // ignored
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{ 0, 0 }, // ignored
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{ GL_ZERO, GL_ZERO },
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{ GL_ZERO, GL_ZERO },
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{ GL_ONE, GL_ONE },
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{ GL_ONE, GL_ONE },
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{ GL_SRC_COLOR, GL_SRC_COLOR },
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{ GL_SRC_COLOR, GL_SRC_COLOR },
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{ GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR },
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{ GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR },
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{ GL_SRC_ALPHA, GL_SRC_ALPHA },
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{ GL_SRC_ALPHA, GL_SRC_ALPHA },
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{ GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
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{ GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
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{ GL_DST_ALPHA, GL_DST_ALPHA },
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{ GL_DST_ALPHA, GL_DST_ALPHA },
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{ GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA },
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{ GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA },
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{ GL_DST_COLOR, GL_DST_COLOR },
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{ GL_DST_COLOR, GL_DST_COLOR },
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{ GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR },
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{ GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR },
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{ GL_SRC_ALPHA_SATURATE, GL_ONE },
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{ GL_SRC_ALPHA_SATURATE, GL_ONE },
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{ GL_CONSTANT_COLOR, GL_CONSTANT_COLOR },
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{ GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR },
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};
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};
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static const GLenum s_depthFunc[] =
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static const GLenum s_depthFunc[] =
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RenderTargetHandle rt = BGFX_INVALID_HANDLE;
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RenderTargetHandle rt = BGFX_INVALID_HANDLE;
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int32_t height = m_render->m_resolution.m_height;
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int32_t height = m_render->m_resolution.m_height;
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float alphaRef = 0.0f;
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float alphaRef = 0.0f;
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uint32_t blendFactor = 0;
|
||||||
GLenum primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : GL_TRIANGLES;
|
GLenum primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : GL_TRIANGLES;
|
||||||
uint32_t primNumVerts = 3;
|
uint32_t primNumVerts = 3;
|
||||||
uint32_t baseVertex = 0;
|
uint32_t baseVertex = 0;
|
||||||
|
@ -2647,6 +2652,19 @@ namespace bgfx
|
||||||
uint32_t dst = (blend>>4)&0xf;
|
uint32_t dst = (blend>>4)&0xf;
|
||||||
GL_CHECK(glEnable(GL_BLEND) );
|
GL_CHECK(glEnable(GL_BLEND) );
|
||||||
GL_CHECK(glBlendFunc(s_blendFactor[src][0], s_blendFactor[dst][1]) );
|
GL_CHECK(glBlendFunc(s_blendFactor[src][0], s_blendFactor[dst][1]) );
|
||||||
|
|
||||||
|
if (0 != (blend&(BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR) ) )
|
||||||
|
&& blendFactor != state.m_rgba)
|
||||||
|
{
|
||||||
|
blendFactor = state.m_rgba;
|
||||||
|
|
||||||
|
GLclampf rr = (blendFactor>>24)/255.0f;
|
||||||
|
GLclampf gg = ( (blendFactor>>16)&0xff)/255.0f;
|
||||||
|
GLclampf bb = ( (blendFactor>>8)&0xff)/255.0f;
|
||||||
|
GLclampf aa = (blendFactor&0xff)/255.0f;
|
||||||
|
|
||||||
|
GL_CHECK(glBlendColor(rr, gg, bb, aa) );
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue