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path: root/Source/Core/VideoBackends/OGL/Render.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index a9ea91f7bc..a74ab6966a 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -877,7 +877,7 @@ void Renderer::SetColorMask()
{
if (bpmem.blendmode.colorupdate)
ColorMask = GL_TRUE;
- if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
+ if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24))
AlphaMask = GL_TRUE;
}
glColorMask(ColorMask, ColorMask, ColorMask, AlphaMask);
@@ -989,7 +989,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// Scale the 32-bit value returned by glReadPixels to a 24-bit
// value (GC uses a 24-bit Z-buffer).
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
- if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
+ if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
z = z >> 16;
@@ -1047,15 +1047,15 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
- if (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
+ if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
- else if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
+ else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
}
- if (bpmem.zcontrol.pixel_format != PIXELFMT_RGBA6_Z24)
+ if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
{
color |= 0xFF000000;
}
@@ -1207,7 +1207,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
{
// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
- bool target_has_alpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
+ bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
@@ -1279,18 +1279,18 @@ void Renderer::SetBlendMode(bool forceUpdate)
// adjust alpha factors
if (useDualSource)
{
- srcidx = GX_BL_ONE;
- dstidx = GX_BL_ZERO;
+ srcidx = BlendMode::ONE;
+ dstidx = BlendMode::ZERO;
}
else
{
// we can't use GL_DST_COLOR or GL_ONE_MINUS_DST_COLOR for source in alpha channel so use their alpha equivalent instead
- if (srcidx == GX_BL_DSTCLR) srcidx = GX_BL_DSTALPHA;
- if (srcidx == GX_BL_INVDSTCLR) srcidx = GX_BL_INVDSTALPHA;
+ if (srcidx == BlendMode::DSTCLR) srcidx = BlendMode::DSTALPHA;
+ if (srcidx == BlendMode::INVDSTCLR) srcidx = BlendMode::INVDSTALPHA;
// we can't use GL_SRC_COLOR or GL_ONE_MINUS_SRC_COLOR for destination in alpha channel so use their alpha equivalent instead
- if (dstidx == GX_BL_SRCCLR) dstidx = GX_BL_SRCALPHA;
- if (dstidx == GX_BL_INVSRCCLR) dstidx = GX_BL_INVSRCALPHA;
+ if (dstidx == BlendMode::SRCCLR) dstidx = BlendMode::SRCALPHA;
+ if (dstidx == BlendMode::INVSRCCLR) dstidx = BlendMode::INVSRCALPHA;
}
GLenum srcFactorAlpha = glSrcFactors[srcidx];
GLenum dstFactorAlpha = glDestFactors[dstidx];