Grok EFB pixel format to determine whether render target has alpha, thus fixing the "Stage Clear" screen in SSBM.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3588 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2009-06-29 00:52:54 +00:00
parent 07a767691d
commit 5717f1f15b
3 changed files with 18 additions and 2 deletions

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@ -358,7 +358,7 @@ void BPWritten(const Bypass& bp)
#endif #endif
break; break;
} }
case BPMEM_ZCOMPARE: // Set the Z-Compare case BPMEM_ZCOMPARE: // Set the Z-Compare and EFB pixel format
case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow case BPMEM_TEXINVALIDATE: // Used, if game has manual control the Texture Cache, which we don't allow
case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
case BPMEM_COPYYSCALE: // Display Copy Y Scale case BPMEM_COPYYSCALE: // Display Copy Y Scale

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@ -156,10 +156,15 @@ void ClearScreen(const Bypass &bp, const TRectangle &multirc)
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate) if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
{ {
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB; u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
// Alpha may or may not be present depending on the EFB pixel format.
GLclampf clearAlpha = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24) ?
((clearColor>>24) & 0xff)*(1/255.0f) : 1.0f;
glClearColor(((clearColor>>16) & 0xff)*(1/255.0f), glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
((clearColor>>8 ) & 0xff)*(1/255.0f), ((clearColor>>8 ) & 0xff)*(1/255.0f),
((clearColor>>0 ) & 0xff)*(1/255.0f), ((clearColor>>0 ) & 0xff)*(1/255.0f),
((clearColor>>24) & 0xff)*(1/255.0f)); clearAlpha);
bits |= GL_COLOR_BUFFER_BIT; bits |= GL_COLOR_BUFFER_BIT;
} }
if (bpmem.zmode.updateenable) if (bpmem.zmode.updateenable)

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@ -25,6 +25,17 @@ void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples
m_msaaSamples = msaaSamples; m_msaaSamples = msaaSamples;
m_msaaCoverageSamples = msaaCoverageSamples; m_msaaCoverageSamples = msaaCoverageSamples;
// The EFB can be set to different pixel formats by the game through the
// BPMEM_ZCOMPARE register (which should probably have a different name).
// They are:
// - 24-bit RGB (8-bit components) with 24-bit Z
// - 24-bit RGBA (6-bit components) with 24-bit Z
// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
// Multisampling depends on user settings.
// The distinction becomes important for certain operations, i.e. the
// alpha channel should be ignored if the EFB does not have one.
// Create EFB target. // Create EFB target.
glGenFramebuffersEXT(1, &m_efbFramebuffer); glGenFramebuffersEXT(1, &m_efbFramebuffer);