mirror of https://github.com/AxioDL/boo.git
Windows compile fix
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1e5e26ced8
commit
cff495550e
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@ -637,7 +637,7 @@ class D3D11ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
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blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
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blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
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blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
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blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
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blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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if (m_overwriteAlpha)
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if (overwriteAlpha)
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{
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{
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blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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@ -716,7 +716,7 @@ class D3D12ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
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const boo::ObjToken<IVertexFormat>& vtxFmt,
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const boo::ObjToken<IVertexFormat>& vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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ZTest depthTest, bool depthWrite, bool colorWrite,
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ZTest depthTest, bool depthWrite, bool colorWrite,
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bool alphaWrite, CullMode culling)
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bool alphaWrite, bool overwriteAlpha, CullMode culling)
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: GraphicsDataNode<IShaderPipeline>(parent), m_vtxFmt(vtxFmt),
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: GraphicsDataNode<IShaderPipeline>(parent), m_vtxFmt(vtxFmt),
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m_vert(std::move(vert)), m_pixel(std::move(pixel)),
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m_vert(std::move(vert)), m_pixel(std::move(pixel)),
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m_topology(PRIMITIVE_TABLE[int(prim)])
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m_topology(PRIMITIVE_TABLE[int(prim)])
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@ -769,7 +769,7 @@ class D3D12ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
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desc.BlendState.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
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desc.BlendState.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
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desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
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desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
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desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
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desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
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if (m_overwriteAlpha)
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if (overwriteAlpha)
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{
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{
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desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
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desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
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desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
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desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
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