d3d11: Introduce a function to convert D3D11 blend factors to wined3d.
Signed-off-by: Chip Davis <cdavis@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -303,6 +303,11 @@ static const struct wined3d_parent_ops d3d_blend_state_wined3d_parent_ops =
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d3d_blend_state_wined3d_object_destroyed,
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};
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static enum wined3d_blend wined3d_blend_from_d3d11(D3D11_BLEND factor)
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{
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return (enum wined3d_blend)factor;
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}
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HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC *desc,
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struct d3d_blend_state **state)
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{
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@ -385,11 +390,11 @@ HRESULT d3d_blend_state_create(struct d3d_device *device, const D3D11_BLEND_DESC
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for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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{
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wined3d_desc.rt[i].enable = desc->RenderTarget[i].BlendEnable;
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wined3d_desc.rt[i].src = desc->RenderTarget[i].SrcBlend;
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wined3d_desc.rt[i].dst = desc->RenderTarget[i].DestBlend;
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wined3d_desc.rt[i].src = wined3d_blend_from_d3d11(desc->RenderTarget[i].SrcBlend);
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wined3d_desc.rt[i].dst = wined3d_blend_from_d3d11(desc->RenderTarget[i].DestBlend);
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wined3d_desc.rt[i].op = desc->RenderTarget[i].BlendOp;
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wined3d_desc.rt[i].src_alpha = desc->RenderTarget[i].SrcBlendAlpha;
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wined3d_desc.rt[i].dst_alpha = desc->RenderTarget[i].DestBlendAlpha;
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wined3d_desc.rt[i].src_alpha = wined3d_blend_from_d3d11(desc->RenderTarget[i].SrcBlendAlpha);
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wined3d_desc.rt[i].dst_alpha = wined3d_blend_from_d3d11(desc->RenderTarget[i].DestBlendAlpha);
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wined3d_desc.rt[i].op_alpha = desc->RenderTarget[i].BlendOpAlpha;
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wined3d_desc.rt[i].writemask = desc->RenderTarget[i].RenderTargetWriteMask;
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}
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