set blending if dual source might be triggered
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@ -224,6 +224,8 @@ void BPWritten(const BPCmd& bp)
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{
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PRIM_LOG("constalpha: alp=%d, en=%d", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
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PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
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if(bp.changes & 0x100)
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SetBlendMode();
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break;
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}
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// This is called when the game is done drawing the new frame (eg: like in DX: Begin(); Draw(); End();)
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@ -457,6 +459,8 @@ void BPWritten(const BPCmd& bp)
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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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OnPixelFormatChange();
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if(bp.changes & 3)
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SetBlendMode(); // dual source could be activated by changing to PIXELFMT_RGBA6_Z24
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break;
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case BPMEM_MIPMAP_STRIDE: // MipMap Stride Channel
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@ -959,13 +959,19 @@ 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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// blend mode bit mask
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// 0 - blend enable
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// 1 - dst alpha enabled
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// 2 - reverse subtract enable (else add)
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// 3-5 - srcRGB function
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// 6-8 - dstRGB function
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u32 newval = bpmem.blendmode.subtract << 2;
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u32 newval = useDualSource << 1;
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newval |= bpmem.blendmode.subtract << 2;
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if (bpmem.blendmode.subtract)
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newval |= 0x0049; // enable blending src 1 dst 1
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@ -978,10 +984,6 @@ void Renderer::SetBlendMode(bool forceUpdate)
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u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
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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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if (changes & 1)
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// blend enable change
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(newval & 1) ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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@ -998,7 +1000,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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glBlendEquation(newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD);
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}
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if (changes & 0x1F8)
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if (changes & 0x1FA)
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{
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if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
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{
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@ -311,12 +311,10 @@ void VertexManager::vFlush()
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{
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// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
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// the same pass as regular rendering.
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g_renderer->SetBlendMode(true);
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ps = PixelShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
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}
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else
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{
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g_renderer->SetBlendMode(true);
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ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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}
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}
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