Implement shader blending for D3D9

This was easy, dunno why I never got around to it before..
I guess I didn't know about VPOS.

This does raise our minimum shader model requirement to ps_3_0.
This commit is contained in:
Henrik Rydgård
2022-08-30 11:14:55 +02:00
parent 30dc831fc4
commit 4da2ca0935
5 changed files with 18 additions and 20 deletions
+1 -1
View File
@@ -102,7 +102,7 @@ bool TestCompileShader(const char *buffer, ShaderLanguage lang, ShaderStage stag
}
case ShaderLanguage::HLSL_D3D9:
{
LPD3DBLOB blob = CompileShaderToByteCodeD3D9(buffer, stage == ShaderStage::Vertex ? "vs_2_0" : "ps_2_0", errorMessage);
LPD3DBLOB blob = CompileShaderToByteCodeD3D9(buffer, stage == ShaderStage::Vertex ? "vs_3_0" : "ps_3_0", errorMessage);
if (blob) {
blob->Release();
return true;