#include <dali/internal/render/renderers/render-geometry.h>
#include <dali/internal/render/shaders/program.h>
#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/common/blending-options.h>
namespace Dali
{
}
case BlendMode::AUTO:
{
+ if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
+ {
+ opacityType = Renderer::TRANSLUCENT;
+ break;
+ }
+
bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
{
{
opacityType = Renderer::TRANSLUCENT;
}
+
break;
}
case BlendMode::OFF: // the renderer should never use blending