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graphics: preserve logical alpha when blending reordered targets (PPSA02721)
Co-authored-by: EmK530 <admin@emk530.net>
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@@ -178,6 +178,8 @@ struct ShaderPixelInputInfo {
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bool ps_sample_mask_export_enable = false;
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bool ps_sample_shading = false;
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bool dual_source_blending = false;
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// Export logical alpha through MRT1 for blending after channel swizzling.
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bool alpha_blend_source_remap = false;
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bool ps_early_z = false;
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bool ps_execute_on_noop = false;
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ShaderStageRuntime stage;
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