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D3D9: Set alpha mask reference in uniforms.

Just so we don't have surprises later if we implement masking.
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unknownbrackets committed Sep 9, 2018
1 parent 4dafb16 commit b05f75f667e34057c2965ccf2dddc77f827e9dff
Showing with 2 additions and 2 deletions.
  1. +2 −2 GPU/Directx9/ShaderManagerDX9.cpp
@@ -265,10 +265,10 @@ void ShaderManagerDX9::PSUpdateUniforms(u64 dirtyUniforms) {
PSSetColorUniform3(CONST_PS_TEXENV, gstate.texenvcolor);
}
if (dirtyUniforms & DIRTY_ALPHACOLORREF) {
PSSetColorUniform3Alpha255(CONST_PS_ALPHACOLORREF, gstate.getColorTestRef(), gstate.getAlphaTestRef());
PSSetColorUniform3Alpha255(CONST_PS_ALPHACOLORREF, gstate.getColorTestRef(), gstate.getAlphaTestRef() & gstate.getAlphaTestMask());
}
if (dirtyUniforms & DIRTY_ALPHACOLORMASK) {
PSSetColorUniform3(CONST_PS_ALPHACOLORMASK, gstate.colortestmask);
PSSetColorUniform3Alpha255(CONST_PS_ALPHACOLORMASK, gstate.colortestmask, gstate.getAlphaTestMask());
}
if (dirtyUniforms & DIRTY_FOGCOLOR) {
PSSetColorUniform3(CONST_PS_FOGCOLOR, gstate.fogcolor);

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