Backends: Rework blending equation to preserve alpha in output buffer accross all backends. (#2693, #2764, #2766, #2873, #3447, #3813, #3816)

Some of the viewport ideas from #2766 are not in there yet (e.g. Vulkan: setting compositeAlpha based on cap.supportedCompositeAlpha)
This commit is contained in:
ocornut
2021-02-17 19:29:07 +01:00
parent 27a5bdb916
commit bda12e5fdd
11 changed files with 31 additions and 14 deletions

View File

@ -15,6 +15,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
@ -585,8 +586,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
}