Cleanup.
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@ -1983,13 +1983,13 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
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const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
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const uint32_t srcRGB = (blend )&0xf;
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const uint32_t dstRGB = (blend>> 4)&0xf;
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const uint32_t srcA = (blend>> 8)&0xf;
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const uint32_t dstA = (blend>>12)&0xf;
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const uint32_t srcRGB = (blend ) & 0xf;
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const uint32_t dstRGB = (blend >> 4) & 0xf;
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const uint32_t srcA = (blend >> 8) & 0xf;
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const uint32_t dstA = (blend >> 12) & 0xf;
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const uint32_t equRGB = (equation )&0x7;
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const uint32_t equA = (equation>>3)&0x7;
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const uint32_t equRGB = (equation ) & 0x7;
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const uint32_t equA = (equation >> 3) & 0x7;
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drt->SrcBlend = s_blendFactor[srcRGB][0];
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drt->DestBlend = s_blendFactor[dstRGB][0];
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@ -1999,8 +1999,16 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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drt->DestBlendAlpha = s_blendFactor[dstA][1];
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drt->BlendOpAlpha = s_blendEquation[equA];
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uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
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writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
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uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
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? D3D11_COLOR_WRITE_ENABLE_ALPHA
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: 0
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;
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writeMask |= (_state&BGFX_STATE_RGB_WRITE)
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? D3D11_COLOR_WRITE_ENABLE_RED
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| D3D11_COLOR_WRITE_ENABLE_GREEN
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| D3D11_COLOR_WRITE_ENABLE_BLUE
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: 0
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;
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drt->RenderTargetWriteMask = writeMask;
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@ -2009,19 +2017,19 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
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{
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drt = &desc.RenderTarget[ii];
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drt->BlendEnable = 0 != (rgba&0x7ff);
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drt->BlendEnable = 0 != (rgba & 0x7ff);
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const uint32_t src = (rgba )&0xf;
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const uint32_t dst = (rgba>>4)&0xf;
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const uint32_t equationIndex = (rgba>>8)&0x7;
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const uint32_t src = (rgba ) & 0xf;
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const uint32_t dst = (rgba >> 4) & 0xf;
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const uint32_t equation = (rgba >> 8) & 0x7;
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drt->SrcBlend = s_blendFactor[src][0];
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drt->DestBlend = s_blendFactor[dst][0];
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drt->BlendOp = s_blendEquation[equationIndex];
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drt->BlendOp = s_blendEquation[equation];
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drt->SrcBlendAlpha = s_blendFactor[src][1];
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drt->DestBlendAlpha = s_blendFactor[dst][1];
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drt->BlendOpAlpha = s_blendEquation[equationIndex];
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drt->BlendOpAlpha = s_blendEquation[equation];
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drt->RenderTargetWriteMask = writeMask;
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}
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