GPU/HW: Use dual-source blend to split alpha and mask

This commit is contained in:
Connor McLaughlin
2019-11-24 23:23:33 +10:00
parent 9d6d00480c
commit bc5a247a4b
5 changed files with 62 additions and 14 deletions

View File

@ -7,7 +7,8 @@
class GPU_HW_ShaderGen
{
public:
GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color);
GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color,
bool supports_dual_source_belnd);
~GPU_HW_ShaderGen();
std::string GenerateBatchVertexShader(bool textured);
@ -26,6 +27,7 @@ public:
bool m_true_color;
bool m_glsl;
bool m_glsl_es;
bool m_supports_dual_source_blend;
private:
void WriteHeader(std::stringstream& ss);