libobs-d3d11: Fix gs_enable_color
It looks like the link between the gs layer rgba enable flags and the underlying D3D states never got fully implemented. This change adds the missing piece, fixing an issue I had in a plugin wherein I couldn't write a blended value to a RGBA render target without also changing the alpha of the dest pixel. Debugging that led to the missing gs_enable_color functionality. Closes jp9000/obs-studio#1064
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@ -341,7 +341,10 @@ ID3D11BlendState *gs_device::AddBlendState()
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bd.RenderTarget[i].DestBlendAlpha =
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ConvertGSBlendType(blendState.destFactorA);
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bd.RenderTarget[i].RenderTargetWriteMask =
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D3D11_COLOR_WRITE_ENABLE_ALL;
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(blendState.redEnabled ? D3D11_COLOR_WRITE_ENABLE_RED : 0) |
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(blendState.greenEnabled ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0) |
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(blendState.blueEnabled ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0) |
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(blendState.alphaEnabled ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0) ;
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}
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SavedBlendState savedState(blendState, bd);
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