Renderer: Change SetBlendState to accept a BlendingState

This decouples the state generation (from the emulated GPU) from the
management of internal backend state.
This commit is contained in:
Stenzek
2017-09-03 14:14:54 +10:00
parent 22b8cbae35
commit 3dd675e613
8 changed files with 14 additions and 18 deletions
+2 -4
View File
@@ -640,11 +640,9 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
void Renderer::SetBlendMode(bool forceUpdate)
void Renderer::SetBlendingState(const BlendingState& state)
{
BlendingState state;
state.Generate(bpmem);
gx_state.blend.hex = state.hex;
s_gx_state.blend.hex = state.hex;
}
// This function has the final picture. We adjust the aspect ratio here.
+1 -1
View File
@@ -19,7 +19,7 @@ public:
Renderer();
~Renderer() override;
void SetBlendMode(bool forceUpdate) override;
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const EFBRectangle& rc) override;
void SetGenerationMode() override;
void SetDepthMode() override;