11 Oct
2018
11 Oct
'18
1:53 p.m.
On Thu, 11 Oct 2018 at 04:52, DarkZeros <mailszeros(a)gmail.com> wrote:
After having gone trough the code a second time. I think the cleanest way to tackle this is that: - Keep D3D9 blend factor as is (if D3D9 and D3D11 functions will not be called on the same device, then this is safe) I think uniformity matters, and would prefer d3d9 to use the same interface as d3d11.
- Store the blend state, factor, and mask in "OMSetBlendState", and call "wined3d_device_set_blend_state" for storing the state, and emit the CS. - In the exec of blend state invalidate the Blend state and blend factor, calling the appropiate calls. This makes sense since for D3D11 the call OMSetBlendState does all the state & factor & mask change atomically.
Sure.