Vulkan: Handle both destination alpha and logic ops being enabled
Same way as GL with the dual-pass fallback. Not highly accurate, but does fix the Kirby shadow bug.
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@ -198,8 +198,14 @@ void VertexManager::vFlush(bool use_dst_alpha)
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vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), index_count, 1,
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m_current_draw_base_index, m_current_draw_base_vertex, 0);
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// If we can't do single pass dst alpha, we now need to draw the alpha pass.
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if (use_dst_alpha && !g_vulkan_context->SupportsDualSourceBlend())
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// If the GPU does not support dual-source blending, we can approximate the effect by drawing
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// the object a second time, with the write mask set to alpha only using a shader that outputs
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// the destination/constant alpha value (which would normally be SRC_COLOR.a).
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//
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// This is also used when logic ops and destination alpha is enabled, since we can't enable
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// blending and logic ops concurrently (and the logical operation applies to all channels).
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bool logic_op_enabled = bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable;
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if (use_dst_alpha && (!g_vulkan_context->SupportsDualSourceBlend() || logic_op_enabled))
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{
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m_state_tracker->CheckForShaderChanges(m_current_primitive_type, DSTALPHA_ALPHA_PASS);
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if (!m_state_tracker->Bind())
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