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authorRodolfo Bogado <rodolfoosvaldobogado@gmail.com>2013-03-31 20:02:13 -0300
committerRodolfo Bogado <rodolfoosvaldobogado@gmail.com>2013-03-31 20:02:13 -0300
commit45651098f6d15cfd474fc7edd6ea6539fe708f3c (patch)
tree560c8b7d84f4e10dda748263751723c710b4aee0 /Source/Core
parentaabd8ce66497298783d55a5642ef5a7bbf80d74d (diff)
Use a brute force approach to test for Dual source blend support.
Sorry for a direct commit to the main branch but i need fast feedback, and i don't want to leave problematic code in the main branch for a long time. if this approach does not work for the drivers with problems will transform dual source blend to an option in the D3D9 backend. I appreciate the help of the people that tested my last commit and thanks to neobrain for pointing this solution.
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/VideoCommon/Src/VideoConfig.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/Src/VideoConfig.h b/Source/Core/VideoCommon/Src/VideoConfig.h
index 442e95f9bf..1a76baa733 100644
--- a/Source/Core/VideoCommon/Src/VideoConfig.h
+++ b/Source/Core/VideoCommon/Src/VideoConfig.h
@@ -153,7 +153,7 @@ struct VideoConfig
bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL
bool bSupportsFormatReinterpretation;
bool bSupportsPixelLighting;
-
+ bool bSupportsSeparateAlphaFunction;
bool bSupportsGLSLUBO; // needed by pixelShaderGen, so must stay in videoCommon
} backend_info;