GPU/HW: Use dual-source blend to split alpha and mask
This commit is contained in:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user