WineD3D: add separate alpha blend support 3/3
Stefan Dösinger
stefandoesinger at gmx.at
Sat Feb 16 14:38:00 CST 2008
Am Samstag, 16. Februar 2008 17:29:31 schrieb Roderick Colenbrander:
> Hi,
>
> This patch adds support for separate alpha blend one of the last
> unimplemented D3D9 features.
Here are a few suggestions:
*) Setting WINED3DPMISCCAPS_SEPARATEALPHABLEND in directx.c should only be
done if the extension is supported
*) after the "GL_LINE_SMOOTH needs GL_BLEND to work, according to the",
WINED3DRS_SEPARATEALPHABLENDENABLE should probably be removed from the if
block. I don't think that blending should be enabled if the
WINED3DRS_ALPHABLENDENABLE is off. A test would be helpful for certainty.
*) The code translating the separate blending settings could be moved into the
if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) block. That
way they are only executed if they're needed(The compiler may take care of
that though)
*) The separate blend states should be grouped with the alpha states, ie, set
the representative to STATE_RENDER(WINED3DRS_ALPHABLENDENABLE) instead of
STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE). Not doing that should not
cause any rendering problems because the whole alpha blend states are set
every time, but grouping them will improve performance. (e.g., if
alphablendenable and separatealphaenable are changed state_blend is only
executed once, not twice)
*) The blendop is currently not reapplied if
WINED3DRS_SEPARATEALPHABLENDENABLE is changed. One solution is to group the
blendops with alphablend and move the code from state_blendop to state_blend.
A better way is to make this a one-way dependency from state_alpha to
state_blend. Compare STATE_RENDER(WINED3DRS_LIGHTING) and STATE_VDECL for a
reference.
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