Alpha Blending Modes
Blend mode
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Source factor
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Destination factor
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D3DBLEND_BOTHINVSRCALPHA
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Required
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D3DBLEND_BOTHSRCALPHA
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Required
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D3DBLEND_DESTALPHA
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Required
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Required
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D3DBLEND_DESTCOLOR
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Required
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D3DBLEND_INVDESTALPHA
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Required
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Required
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D3DBLEND_INVDESTCOLOR
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Required
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D3DBLEND_INVSRCALPHA
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Required
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Required
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D3DBLEND_INVSRCCOLOR
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Required
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D3DBLEND_ONE
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Required
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Required
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D3DBLEND_SRCALPHA
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Required
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Required
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[Deleted]
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D3DBLEND_SRCCOLOR
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Required
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D3DBLEND_ZERO
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Required
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Required
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B4.1.4.8.2.1.3 Lighting and fogging. These requirements include the following:
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Flat and Gouraud shading (that is, constant and linear interpolation of per-vertex diffuse and specular color attributes). The linear interpolation need not be perspective-correct.
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Specular highlighting through the addition of an RGB specular color, interpolated from per-vertex specular color attributes. The linear interpolation need not be perspective-correct.
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Fog effects through blending with an arbitrary RGB fog color. The fog blending term is computed on a per-pixel rather than per-vertex basis, and is range-based (range-based fog) or depth-based (pixel fog). See Windows DDK for definition and discussion of range-based fog and pixel fog.
B4.1.4.8.2.1.4 Driver support for triangle strips and fans. The Direct3D reference rasterizer provided in DirectX supports all of these capabilities.
B4.1.4.8.2.1.5 Hardware complies with texture size limitations. MIP mapping requires that textures of size 1 × 1 be supported. To meet the requirements, a 3-D accelerator must support this lower limit on texture size. The texture units must support square and non-square power-of-two textures (2n × 2m) up to 1024 × 1024 for all texture operations.
Integrated solutions must support destination alpha blending.
B4.1.4.8.3 Texture format 8:8:8:8 alpha RGB (ARGB).
Hardware supports texture formats. Hardware that implements 3D acceleration must support the following 2D, color texture formats:
16 bpp nonpalletized 1:5:5:5 ARGB
16 bpp nonpalletized 4:4:4:4 ARGB
32 bpp nonpalletized 8:8:8:8 ARGB
Integrated solutions must support texture format 8:8:8:8 ARGB.
B4.1.4.8.4 Hardware supports Z comparison modes and Direct3D-compatible formats.
The 3-D hardware must support 32-bit (24-bit Z and 8-bit stencil), unsigned, lockable Z buffer format and all Z comparison modes.
Hardware that supports Z buffering must support clearing of the Z buffer through the DirectDraw depth-fill blt mechanism. In addition, hardware must support clearing of color, Z buffers, and destination surfaces using this method as well.
B4.1.4.8.5 Fog blending term is calculated on a per-pixel basis rather than per vertex.
And is either range-based (range-based fog) or depth-based (pixel fog).
Driver support for triangle strips and fans.
B4.1.4.8.5.1 Integrated solutions must support per-pixel fog.
B4.1.4.8.5.2 Integrated solutions must support MODULATEALPHA texture combinations.
Also, multitexture support with fogging and alpha blending are not required.
Mobile PC Note: Requirements are defined in A3.4.4.7.
B4.1.4.9.1 Equivalent of AGP 2X required for discrete solutions; AGP 1X or equivalent required for integrated solutions.
Primary graphics adapter uses AGP or another high-speed connection. AGP requirements are defined in AGP Specification, Revision 2.0. Specific AGP requirements are as follows:
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Discrete graphics solutions require the equivalent of AGP 2.X.
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Integrated graphics solutions require the equivalent of AGP 1.X.
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Other buses, such as PCI, may be used for secondary graphics adapters.
B4.1.4.11 Graphics subsystem support for TV or DVD-Video playback, if present, meets performance requirements
If support for TV or DVD-Video playback is implemented, hardware may support video overlay surface with scaling. It is recommended that the overlay surface will be implemented using one of the required YUV formats. If the graphics adapter supports one or more video overlays, the overlay must have the following characteristic:
B4.1.4.11.1 Size.
Discrete Graphics solutions support 720 x 576 or larger surfaces. Mobile platforms and integrated graphics solutions support 720 × 576 or larger.
B4.1.4.11.2 DELETED B4.1.4.11.3 DELETED B4.1.4.11.4 DELETED
B4.1.4.11.4.1 DELETED
B4.1.4.11.4.2 DELETED
B4.1.4.11.4.3 DELETED
B4.1.4.11.4.4 DELETED
B4.1.4.12 Graphics adapter driver properly supports D3 state
…such that Windows can hibernate and restore the system from any system-supported sleep state
The Display Device Class Power Management Reference Specification, Version 2.0, provides definitions of the OnNow device power states (D0–D3) for display and graphics devices. The specification also covers device functionality expected in each power state and the possible wakeup event definitions for the class, if any.
B4.1.4.13 – See A3.4.4.7 B4.1.4.14 – See A3.4.4.7
“Control Panel Requirements” Windows DDK
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