GPU/HW: Add framebuffer fetch blending path
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@ -168,6 +168,9 @@ private:
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/// Returns if the draw needs to be broken into opaque/transparent passes.
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bool NeedsTwoPassRendering() const;
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/// Returns true if the draw is going to use shader blending/framebuffer fetch.
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bool NeedsShaderBlending(GPUTransparencyMode transparency) const;
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void FillBackendCommandParameters(GPUBackendCommand* cmd) const;
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void FillDrawCommand(GPUBackendDrawCommand* cmd, GPURenderCommand rc) const;
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void UpdateSoftwareRenderer(bool copy_vram_from_hw);
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@ -235,10 +238,11 @@ private:
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union
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{
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BitField<u8, bool, 0, 1> m_supports_dual_source_blend;
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BitField<u8, bool, 1, 1> m_per_sample_shading;
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BitField<u8, bool, 2, 1> m_scaled_dithering;
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BitField<u8, bool, 3, 1> m_chroma_smoothing;
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BitField<u8, bool, 4, 1> m_disable_color_perspective;
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BitField<u8, bool, 1, 1> m_supports_framebuffer_fetch;
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BitField<u8, bool, 2, 1> m_per_sample_shading;
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BitField<u8, bool, 3, 1> m_scaled_dithering;
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BitField<u8, bool, 4, 1> m_chroma_smoothing;
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BitField<u8, bool, 5, 1> m_disable_color_perspective;
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u8 bits = 0;
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};
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