gpu: blend 3d with whats beneath it in more cases. not entirely sure about the correctness of this, so keep eyes peeled for regressions in 3d/2d compositing

This commit is contained in:
zeromus 2009-05-30 22:17:05 +00:00
parent a5ea4e0cc8
commit 814078f2ae
1 changed files with 8 additions and 8 deletions

View File

@ -149,7 +149,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialNone(int dstX, int srcX)
DECL3D;
// We must blend if the 3D layer has the highest prio
if((alpha < 16) && bg0HasHighestPrio)
if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio)
{
int bg_under = bgPixels[dstX];
u16 final = color;
@ -187,7 +187,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialBlend(int dstX, int srcX)
// We can blend if the 3D layer is selected as 1st target,
//but also if the 3D layer has the highest prio.
if((alpha < 16) && ((BLDCNT & 0x1) || bg0HasHighestPrio))
if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && ((BLDCNT & 0x1) || bg0HasHighestPrio))
{
int bg_under = bgPixels[x];
u16 final = color;
@ -227,7 +227,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialIncrease(int dstX, int srcX)
// We must blend if the 3D layer has the highest prio
// But it doesn't seem to have priority over fading,
// unlike semi-transparent sprites
if((alpha < 16) && bg0HasHighestPrio)
if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio)
{
int bg_under = bgPixels[x];
@ -275,7 +275,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialDecrease(int dstX, int srcX)
// We must blend if the 3D layer has the highest prio
// But it doesn't seem to have priority over fading
// unlike semi-transparent sprites
if((alpha < 16) && bg0HasHighestPrio)
if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio)
{
int bg_under = bgPixels[x];
@ -325,7 +325,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialNoneWnd(int dstX, int srcX)
if(windowDraw)
{
// We must blend if the 3D layer has the highest prio
if((alpha < 16) && bg0HasHighestPrio)
if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio)
{
int bg_under = bgPixels[x];
u16 final = color;
@ -370,7 +370,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialBlendWnd(int dstX, int srcX)
{
// We can blend if the 3D layer is selected as 1st target,
// but also if the 3D layer has the highest prio.
if((alpha < 16) && (((BLDCNT & 0x1) && windowEffect) || bg0HasHighestPrio))
if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && (((BLDCNT & 0x1) && windowEffect) || bg0HasHighestPrio))
{
int bg_under = bgPixels[x];
u16 final = color;
@ -417,7 +417,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialIncreaseWnd(int dstX, int srcX)
// We must blend if the 3D layer has the highest prio
// But it doesn't seem to have priority over fading,
// unlike semi-transparent sprites
if((alpha < 16) && bg0HasHighestPrio)
if((alpha < 16)) //zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio)
{
int bg_under = bgPixels[x];
@ -471,7 +471,7 @@ FORCEINLINE void GPU::setFinal3DColorSpecialDecreaseWnd(int dstX, int srcX)
// We must blend if the 3D layer has the highest prio
// But it doesn't seem to have priority over fading,
// unlike semi-transparent sprites
if((alpha < 16) && bg0HasHighestPrio)
if((alpha < 16)) ////zero 30-may-09 - i think 3d always blends && bg0HasHighestPrio)
{
int bg_under = bgPixels[x];