Original Post
I've heard that pixel shaders do not support some of the blending options in the fixed function pipeline. I want to do something much like setting DestBlend and SrcBlend to D3DBLEND_ONE. I want to blit a lot of textures to a surface, and at each pixel, color += texture_color. I would like to have a little more control (like multiplying some of the channels by alpha), but it isn't absolutely necessary. So is it possible to grab the destination pixel color in a pixel shader so I can add to it? I've heard its possible but slow. What kind of a hit will I take if I'm accessing the destination surface a lot? If the above isn't possible, what exactly does setting the source and dest. blend factors to one do to the alpha channel of the render surface? Thanks.