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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| .. | ||
| CMakeLists.txt | ||
| d3d11-duplicator.cpp | ||
| d3d11-indexbuffer.cpp | ||
| d3d11-rebuild.cpp | ||
| d3d11-samplerstate.cpp | ||
| d3d11-shader.cpp | ||
| d3d11-shaderprocessor.cpp | ||
| d3d11-shaderprocessor.hpp | ||
| d3d11-stagesurf.cpp | ||
| d3d11-subsystem.cpp | ||
| d3d11-subsystem.hpp | ||
| d3d11-texture2d.cpp | ||
| d3d11-vertexbuffer.cpp | ||
| d3d11-zstencilbuffer.cpp | ||