GLSL: fix transparency issues on dual source blend. fix issue 6104
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@ -213,7 +213,7 @@ void BPWritten(const BPCmd& bp)
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if (bp.changes & 4)
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SetDitherMode();
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// Set Blending Mode
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if (bp.changes & 0xFE1)
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if (bp.changes & 0xFF1)
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SetBlendMode();
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// Set Color Mask
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if (bp.changes & 0x18)
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@ -458,11 +458,11 @@ void BPWritten(const BPCmd& bp)
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break;
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case BPMEM_ZCOMPARE: // Set the Z-Compare and EFB pixel format
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g_renderer->SetColorMask(); // alpha writing needs to be disabled if the new pixel format doesn't have an alpha channel
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g_renderer->SetBlendMode(true);
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OnPixelFormatChange();
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if(bp.changes & 3)
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if(bp.changes & 7) {
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SetBlendMode(); // dual source could be activated by changing to PIXELFMT_RGBA6_Z24
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g_renderer->SetColorMask(); // alpha writing needs to be disabled if the new pixel format doesn't have an alpha channel
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}
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break;
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case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
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@ -882,13 +882,13 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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void Renderer::SetBlendMode(bool forceUpdate)
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{
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
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// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
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bool target_has_alpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
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bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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const GLenum glSrcFactors[8] =
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{
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GL_ZERO,
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