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from timmy: fix for seperated out RGB and A blends
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1 changed files with 7 additions and 4 deletions
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@ -59,15 +59,18 @@ GFXD3D11StateBlock::GFXD3D11StateBlock(const GFXStateBlockDesc& desc)
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ZeroMemory(&mBlendDesc, sizeof(D3D11_BLEND_DESC));
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mBlendDesc.AlphaToCoverageEnable = false;
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mBlendDesc.IndependentBlendEnable = mDesc.separateAlphaBlendEnable;
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mBlendDesc.IndependentBlendEnable = false;
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mBlendDesc.RenderTarget[0].BlendEnable = mDesc.blendEnable;
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//color
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mBlendDesc.RenderTarget[0].BlendOp = GFXD3D11BlendOp[mDesc.blendOp];
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mBlendDesc.RenderTarget[0].BlendOpAlpha = GFXD3D11BlendOp[mDesc.separateAlphaBlendOp];
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mBlendDesc.RenderTarget[0].DestBlend = GFXD3D11Blend[mDesc.blendDest];
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mBlendDesc.RenderTarget[0].DestBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendDest];
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mBlendDesc.RenderTarget[0].SrcBlend = GFXD3D11Blend[mDesc.blendSrc];
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mBlendDesc.RenderTarget[0].SrcBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendSrc];
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//alpha
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mBlendDesc.RenderTarget[0].BlendOpAlpha = GFXD3D11BlendOp[mDesc.separateAlphaBlendEnable ? mDesc.separateAlphaBlendOp : mDesc.blendOp];
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mBlendDesc.RenderTarget[0].SrcBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendEnable ? mDesc.separateAlphaBlendSrc : mDesc.blendSrc];
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mBlendDesc.RenderTarget[0].DestBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendEnable ? mDesc.separateAlphaBlendDest : mDesc.blendDest];
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//target write mask
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mBlendDesc.RenderTarget[0].RenderTargetWriteMask = mColorMask;
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HRESULT hr = D3D11DEVICE->CreateBlendState(&mBlendDesc, &mBlendState);
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