Windows compile fix

This commit is contained in:
Jack Andersen 2018-02-04 21:03:54 -10:00
parent 1e5e26ced8
commit cff495550e
2 changed files with 3 additions and 3 deletions

View File

@ -637,7 +637,7 @@ class D3D11ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)]; blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)]; blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
if (m_overwriteAlpha) if (overwriteAlpha)
{ {
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;

View File

@ -716,7 +716,7 @@ class D3D12ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
const boo::ObjToken<IVertexFormat>& vtxFmt, const boo::ObjToken<IVertexFormat>& vtxFmt,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim, BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
ZTest depthTest, bool depthWrite, bool colorWrite, ZTest depthTest, bool depthWrite, bool colorWrite,
bool alphaWrite, CullMode culling) bool alphaWrite, bool overwriteAlpha, CullMode culling)
: GraphicsDataNode<IShaderPipeline>(parent), m_vtxFmt(vtxFmt), : GraphicsDataNode<IShaderPipeline>(parent), m_vtxFmt(vtxFmt),
m_vert(std::move(vert)), m_pixel(std::move(pixel)), m_vert(std::move(vert)), m_pixel(std::move(pixel)),
m_topology(PRIMITIVE_TABLE[int(prim)]) m_topology(PRIMITIVE_TABLE[int(prim)])
@ -769,7 +769,7 @@ class D3D12ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
desc.BlendState.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)]; desc.BlendState.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)]; desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
if (m_overwriteAlpha) if (overwriteAlpha)
{ {
desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;