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