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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Impl/RenderState): implement some blend related states
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@@ -12,8 +12,16 @@
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#include "MG_State/GLState/TextureState/TextureObject2D.h"
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#include "MG_Util/Converters/MGToStr/FramebufferEnumConverter.h"
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#include "MG_Util/Converters/MGToVk/TextureEnumConverter.h"
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#include "MG_Util/Metrics/TextureMetrics.h"
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namespace MobileGL::MG_Backend::DirectVulkan {
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static Float ResolveColorClearAlpha(const MG_State::GLState::ITextureObject* texture, Float requestedAlpha) {
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if (texture != nullptr && MG_Util::GetBaseInternalFormatComponentCount(texture->GetFormat()) == 3) {
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return 1.0f;
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}
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return requestedAlpha;
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}
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static MG_State::GLState::ITextureObject* ResolveCompleteColorAttachmentTexture(
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const MG_State::GLState::FramebufferObject& fbo,
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FramebufferAttachmentType attachmentType,
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@@ -516,7 +524,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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clearPayload.color.x(),
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clearPayload.color.y(),
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clearPayload.color.z(),
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clearPayload.color.w()
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ResolveColorClearAlpha(pending.texture, clearPayload.color.w())
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};
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}
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if ((clearPayload.mask & GL_DEPTH_BUFFER_BIT) != 0) {
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