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GSdx-d3d11: Add remaining fbmask code and separate d3d blend option from opengl #2937
Add the remaining code and separate it in levels because dx sux.
Basic blending mode -> doesn't enable fbmask on texture shuffle and
Medium -> doesn't enable fbmask on triangle primitives.
High mode- > fully enables fbmask, note it's still not on par with
Also keep in mind that High Blending option on d3d11 is like 1/3 of
A short summary how d3d option behaves compared to gl.
None d3d-> behaves the same
Some game examples and option requirement for direct3d11.
Genji will break on High level because it requires sw blending.
There are potentially others but want to take a break from testing :p