materialsystem/shaderapidx9/shaderapidx8.cpp
void CShaderAPIDx8::EnableAlphaToCoverage( void )
{
	if( !g_pHardwareConfig->ActualCaps().m_bSupportsAlphaToCoverage || !IsAAEnabled() )
		return;

	if ( IsPC() && ( m_PresentParameters.MultiSampleType < D3DMULTISAMPLE_4_SAMPLES ) )
		return;

	D3DRENDERSTATETYPE renderState = (D3DRENDERSTATETYPE)g_pHardwareConfig->Caps().m_AlphaToCoverageState;
	SetRenderState( renderState, g_pHardwareConfig->Caps().m_AlphaToCoverageEnableValue );	// Vendor dependent state
}
//-----------------------------------------------------------------------------
// Vendor-dependent code to turn on alpha to coverage
//-----------------------------------------------------------------------------
Vendor-dependent code to turn on alpha to coverage
Vendor - dependent code to turn on alpha to coverage
void CShaderAPIDx8::EnableAlphaToCoverage( void )
{
	if( !g_pHardwareConfig->ActualCaps().m_bSupportsAlphaToCoverage || !IsAAEnabled() )
		return;
	if ( IsPC() && ( m_PresentParameters.MultiSampleType < D3DMULTISAMPLE_4_SAMPLES ) )
		return;
	D3DRENDERSTATETYPE renderState = (D3DRENDERSTATETYPE)g_pHardwareConfig->Caps().m_AlphaToCoverageState;
	SetRenderState( renderState, g_pHardwareConfig->Caps().m_AlphaToCoverageEnableValue );	
}
void CShaderAPIDx8 :: EnableAlphaToCoverage ( void ) { if ( ! g_pHardwareConfig -> ActualCaps ( ) . m_bSupportsAlphaToCoverage || ! IsAAEnabled ( ) ) return ; if ( IsPC ( ) && ( m_PresentParameters . MultiSampleType < D3DMULTISAMPLE_4_SAMPLES ) ) return ; D3DRENDERSTATETYPE renderState = ( D3DRENDERSTATETYPE ) g_pHardwareConfig -> Caps ( ) . m_AlphaToCoverageState ; SetRenderState ( renderState , g_pHardwareConfig -> Caps ( ) . m_AlphaToCoverageEnableValue ) ; }
Vendor-dependent code to turn on alpha to coverage
Vendor - dependent code to turn on alpha to coverage
// Vendor dependent state