GPU/HW: Don't generate always/never-discarding discard shaders
Might fix the PowerVR driver...
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@@ -253,9 +253,9 @@ protected:
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/// on a per-pixel basis, and the opaque pixels shouldn't be blended at all.
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bool NeedsTwoPassRendering() const
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{
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return (m_batch.transparency_mode == GPUTransparencyMode::BackgroundMinusForeground &&
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m_batch.texture_mode != GPUTextureMode::Disabled) ||
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(m_batch.transparency_mode != GPUTransparencyMode::Disabled && !m_supports_dual_source_blend);
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return (m_batch.texture_mode != GPUTextureMode::Disabled &&
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(m_batch.transparency_mode == GPUTransparencyMode::BackgroundMinusForeground ||
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(!m_supports_dual_source_blend && m_batch.transparency_mode != GPUTransparencyMode::Disabled)));
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}
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ALWAYS_INLINE bool IsUsingSoftwareRendererForReadbacks() { return static_cast<bool>(m_sw_renderer); }
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