[resend PATCH v3 2/4] wined3d: Support Nvidia alpha to coverage state.
Henri Verbeet
hverbeet at gmail.com
Thu Feb 13 08:30:58 CST 2020
On Wed, 12 Feb 2020 at 18:24, Paul Gofman <gofmanp at gmail.com> wrote:
> @@ -616,7 +616,7 @@ static void state_blend_factor(struct wined3d_context *context, const struct win
> static void state_blend_object(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
> {
> const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
> - BOOL alpha_to_coverage = FALSE;
> + BOOL alpha_to_coverage;
>
> if (!gl_info->supported[ARB_MULTISAMPLE])
> return;
> @@ -626,6 +626,10 @@ static void state_blend_object(struct wined3d_context *context, const struct win
> struct wined3d_blend_state_desc *desc = &state->blend_state->desc;
> alpha_to_coverage = desc->alpha_to_coverage;
> }
> + else
> + {
> + alpha_to_coverage = state->render_states[WINED3D_RS_ADAPTIVETESS_Y] == WINED3DFMT_ATOC;
> + }
>
> if (alpha_to_coverage)
> gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
That works, but it seems tempting to handle the NVIDIA variant in the
stateblock as well.
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