mirror of https://github.com/encounter/SDL.git
WinRT: d3d11 blend mode bug fixes
The destination target's alpha wasn't getting set correctly in many cases. Among other problems, this prevented some alpha-blended textures from displaying correctly in Windows Phone 8's multitasking screen. The d3d11 renderer now uses the same blending settings found in the d3d9 renderer.
This commit is contained in:
parent
910c1cd0a0
commit
44b0e901f0
|
@ -663,6 +663,8 @@ D3D11_CreateBlendMode(SDL_Renderer * renderer,
|
|||
BOOL enableBlending,
|
||||
D3D11_BLEND srcBlend,
|
||||
D3D11_BLEND destBlend,
|
||||
D3D11_BLEND srcBlendAlpha,
|
||||
D3D11_BLEND destBlendAlpha,
|
||||
ID3D11BlendState ** blendStateOutput)
|
||||
{
|
||||
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
||||
|
@ -676,8 +678,8 @@ D3D11_CreateBlendMode(SDL_Renderer * renderer,
|
|||
blendDesc.RenderTarget[0].SrcBlend = srcBlend;
|
||||
blendDesc.RenderTarget[0].DestBlend = destBlend;
|
||||
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
blendDesc.RenderTarget[0].SrcBlendAlpha = srcBlendAlpha;
|
||||
blendDesc.RenderTarget[0].DestBlendAlpha = destBlendAlpha;
|
||||
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
result = data->d3dDevice->CreateBlendState(&blendDesc, blendStateOutput);
|
||||
|
@ -934,8 +936,10 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
|||
result = D3D11_CreateBlendMode(
|
||||
renderer,
|
||||
TRUE,
|
||||
D3D11_BLEND_SRC_ALPHA,
|
||||
D3D11_BLEND_INV_SRC_ALPHA,
|
||||
D3D11_BLEND_SRC_ALPHA, /* srcBlend */
|
||||
D3D11_BLEND_INV_SRC_ALPHA, /* destBlend */
|
||||
D3D11_BLEND_ONE, /* srcBlendAlpha */
|
||||
D3D11_BLEND_INV_SRC_ALPHA, /* destBlendAlpha */
|
||||
&data->blendModeBlend);
|
||||
if (FAILED(result)) {
|
||||
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
||||
|
@ -945,8 +949,10 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
|||
result = D3D11_CreateBlendMode(
|
||||
renderer,
|
||||
TRUE,
|
||||
D3D11_BLEND_SRC_ALPHA,
|
||||
D3D11_BLEND_ONE,
|
||||
D3D11_BLEND_SRC_ALPHA, /* srcBlend */
|
||||
D3D11_BLEND_ONE, /* destBlend */
|
||||
D3D11_BLEND_ZERO, /* srcBlendAlpha */
|
||||
D3D11_BLEND_ONE, /* destBlendAlpha */
|
||||
&data->blendModeAdd);
|
||||
if (FAILED(result)) {
|
||||
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
||||
|
@ -956,8 +962,10 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
|||
result = D3D11_CreateBlendMode(
|
||||
renderer,
|
||||
TRUE,
|
||||
D3D11_BLEND_ZERO,
|
||||
D3D11_BLEND_SRC_COLOR,
|
||||
D3D11_BLEND_ZERO, /* srcBlend */
|
||||
D3D11_BLEND_SRC_COLOR, /* destBlend */
|
||||
D3D11_BLEND_ZERO, /* srcBlendAlpha */
|
||||
D3D11_BLEND_ONE, /* destBlendAlpha */
|
||||
&data->blendModeMod);
|
||||
if (FAILED(result)) {
|
||||
// D3D11_CreateBlendMode will set the SDL error, if it fails
|
||||
|
|
Loading…
Reference in New Issue