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