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@@ -4629,6 +4629,11 @@ data.NumQualityLevels = 0;
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m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
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#endif // BX_PLATFORM_WINDOWS
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+ const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
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+ const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
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+ const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
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+ const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
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+
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D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
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ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
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scratchBuffer.reset(gpuHandle);
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@@ -5024,10 +5029,10 @@ data.NumQualityLevels = 0;
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{
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const uint64_t state = draw.m_stateFlags;
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bool hasFactor = 0
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- || 0 != (state & BGFX_STATE_BLEND_FACTOR )
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- || 0 != (state & BGFX_STATE_BLEND_INV_FACTOR )
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- || 0 != (state & (BGFX_STATE_BLEND_FACTOR <<4) )
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- || 0 != (state & (BGFX_STATE_BLEND_INV_FACTOR<<4) )
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+ || f0 == (state & f0)
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+ || f1 == (state & f1)
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+ || f2 == (state & f2)
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+ || f3 == (state & f3)
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;
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const VertexBufferD3D12& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
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