gpu: fix a couple of obj final pixel rendering regressions

This commit is contained in:
zeromus 2009-07-03 18:01:59 +00:00
parent 04af01a1ef
commit a266b8239d
1 changed files with 17 additions and 14 deletions

View File

@ -752,7 +752,7 @@ void SetupFinalPixelBlitter (GPU *gpu)
} }
/* Sets up LCD control variables for Display Engines A and B for quick reading */ //Sets up LCD control variables for Display Engines A and B for quick reading
void GPU_setVideoProp(GPU * gpu, u32 p) void GPU_setVideoProp(GPU * gpu, u32 p)
{ {
struct _DISPCNT * cnt; struct _DISPCNT * cnt;
@ -1105,23 +1105,26 @@ static void _master_setFinalOBJColor(GPU *gpu, u32 passing, u8 *dst, u16 color,
return; return;
} }
//note that the fadein and fadeout is done here before blending,
//so that a fade and blending can be applied at the same time
bool forceBlendingForNormal = false;
if(windowEffect)
switch(FUNC)
{
case Increase: color = fadeInColors[gpu->BLDY_EVY][color&0x7FFF]; break;
case Decrease: color = fadeOutColors[gpu->BLDY_EVY][color&0x7FFF]; break;
//only when blend color effect is selected, ordinarily opaque sprites are blended with the color effect params
case Blend: forceBlendingForNormal = (gpu->BLDCNT & 0x10)!=0; break;
}
//this inspects the layer beneath the sprite to see if the current blend flags make it a candidate for blending //this inspects the layer beneath the sprite to see if the current blend flags make it a candidate for blending
int bg_under = gpu->bgPixels[x]; int bg_under = gpu->bgPixels[x];
bool allowBlend = ((bg_under != 4) && (gpu->BLDCNT & (0x100 << bg_under))); bool allowBlend = ((bg_under != 4) && (gpu->BLDCNT & (0x100 << bg_under)));
bool sourceEffectSelected = (gpu->BLDCNT & 0x10)!=0;
//note that the fadein and fadeout is done here before blending,
//so that a fade and blending can be applied at the same time
bool forceBlendingForNormal = false;
if(windowEffect && sourceEffectSelected)
switch(FUNC)
{
case Increase: if(!allowBlend) color = fadeInColors[gpu->BLDY_EVY][color&0x7FFF]; break;
case Decrease: if(!allowBlend) color = fadeOutColors[gpu->BLDY_EVY][color&0x7FFF]; break;
//only when blend color effect is selected, ordinarily opaque sprites are blended with the color effect params
case Blend: forceBlendingForNormal = true; break;
}
if(allowBlend) if(allowBlend)
{ {
u16 backColor = T2ReadWord(dst,passing); u16 backColor = T2ReadWord(dst,passing);