On Tue Feb 7 12:26:41 2023 +0000, Giovanni Mascellani wrote:
Ah, wait, but `D3DSHADER_PARAM_SRCMOD_TYPE` and `D3DSHADER_PARAM_DSTMOD_TYPE` behave differently. The former doesn't seem to behave like a bitmask, the latter does. So my personal suggestion is that we should use `D3DSPSM_NONE` rather than `0`, and `0` rather than `D3DSPDM_NONE`. But I'm not going to die on that hill.
Ah, I forgot that source modifiers are not a bitmask in sm1. Yes, that probably makes sense. Not worth rerolling this right now, though.