Fixed the black (alpha) textures in the 8ing games like Tatsunoko vs Capcom and the Naruto series when using the OpenGL plug-in. Thanks to jim.lee for the tip.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6930 8ced0084-cf51-0410-be5f-012b33b47a6e
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0288742565
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@ -197,11 +197,6 @@ skip:
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Renderer::StorePixelFormat(new_format);
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}
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void RestoreRenderState(const BPCmd &bp)
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{
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g_renderer->RestoreAPIState();
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}
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bool GetConfig(const int &type)
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{
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switch (type)
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@ -48,7 +48,6 @@ void SetColorMask(const BPCmd &bp);
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void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const int &scaleByHalf);
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void ClearScreen(const BPCmd &bp, const EFBRectangle &rc);
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void OnPixelFormatChange(const BPCmd &bp);
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void RestoreRenderState(const BPCmd &bp);
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u8 *GetPointer(const u32 &address);
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bool GetConfig(const int &type);
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void SetTextureMode(const BPCmd &bp);
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@ -290,8 +290,6 @@ void BPWritten(const BPCmd& bp)
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ClearScreen(bp, rc);
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}
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RestoreRenderState(bp); // TODO: Remove this call, handle this in the plugins instead
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break;
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}
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case BPMEM_LOADTLUT0: // This one updates bpmem.tlutXferSrc, no need to do anything here.
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@ -62,8 +62,6 @@ struct
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D3D11_RASTERIZER_DESC rastdc;
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} gx_state;
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bool reset_called = false;
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// State translation lookup tables
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static const D3D11_BLEND d3dSrcFactors[8] =
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{
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@ -381,8 +379,6 @@ Renderer::Renderer()
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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D3D::BeginFrame();
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reset_called = false;
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}
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Renderer::~Renderer()
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@ -1134,21 +1130,16 @@ void Renderer::ResetAPIState()
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D3D::stateman->PushBlendState(resetblendstate);
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D3D::stateman->PushDepthState(resetdepthstate);
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D3D::stateman->PushRasterizerState(resetraststate);
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reset_called = true;
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}
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void Renderer::RestoreAPIState()
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{
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// Gets us back into a more game-like state.
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if (reset_called)
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{
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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}
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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UpdateViewport();
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SetScissorRect();
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reset_called = false;
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}
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void Renderer::ApplyState(bool bUseDstAlpha)
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