Put infrastructure in place so that other plugins may support dual-source blending.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6296 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
0b7e90f0de
commit
95cfca08e2
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@ -22,7 +22,7 @@ static const char ID[4] = {'D', 'C', 'A', 'C'};
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// Update this to the current SVN revision every time you change shader generation code.
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// We don't automatically get this from SVN_REV because that would mean regenerating the
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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const int version = 6294;
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const int version = 6296;
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LinearDiskCache::LinearDiskCache()
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: file_(NULL), num_entries_(0) {
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@ -33,7 +33,7 @@ PIXELSHADERUID last_pixel_shader_uid;
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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// It would likely be a lot more efficient to build this incrementally as the attributes
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// are set...
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void GetPixelShaderId(PIXELSHADERUID *uid, u32 dstAlphaEnable)
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
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{
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u32 numstages = bpmem.genMode.numtevstages + 1;
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u32 projtexcoords = 0;
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@ -49,12 +49,11 @@ void GetPixelShaderId(PIXELSHADERUID *uid, u32 dstAlphaEnable)
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uid->values[0] = (u32)bpmem.genMode.numtevstages |
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((u32)bpmem.genMode.numindstages << 4) |
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((u32)bpmem.genMode.numtexgens << 7) |
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((u32)dstAlphaEnable << 11) |
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((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 12) |
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(projtexcoords << 20) |
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((u32)bpmem.ztex2.op << 28);
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((u32)dstAlphaMode << 11) |
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((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 13) |
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(projtexcoords << 21) |
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((u32)bpmem.ztex2.op << 29);
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uid->values[0] = (uid->values[0] & ~0x0ff00000) | (projtexcoords << 20);
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// swap table
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for (int i = 0; i < 8; i += 2)
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((u8*)&uid->values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
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@ -443,7 +442,7 @@ char *GeneratePixelLightShader(char *p, int index, const LitChannel& chan, const
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const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 components)
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,u32 components)
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{
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setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
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text[sizeof(text) - 1] = 0x7C; // canary
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@ -519,9 +518,18 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
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WRITE(p, "void main(\n");
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if(ApiType != API_D3D11)
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WRITE(p, " out float4 ocol0 : COLOR0,%s\n in float4 rawpos : %s,\n",DepthTextureEnable ? "\n out float depth : DEPTH," : "", ApiType == API_OPENGL ? "WPOS" : "POSITION");
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{
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// TODO: Support DSTALPHA_DUAL_SOURCE_BLEND for non-D3D11 shaders
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WRITE(p, " out float4 ocol0 : COLOR0,%s\n in float4 rawpos : %s,\n",
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DepthTextureEnable ? "\n out float depth : DEPTH," : "",
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ApiType == API_OPENGL ? "WPOS" : "POSITION");
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}
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else
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WRITE(p, " out float4 ocol0 : SV_Target0,\n out float4 ocol1 : SV_Target1,%s\n in float4 rawpos : SV_Position,\n",DepthTextureEnable ? "\n out float depth : SV_Depth," : "");
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{
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WRITE(p, " out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
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DepthTextureEnable ? "\n out float depth : SV_Depth," : "");
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}
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WRITE(p, " in float4 colors_0 : COLOR0,\n");
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WRITE(p, " in float4 colors_1 : COLOR1");
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@ -544,8 +552,7 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
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char* pmainstart = p;
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int Pretest = AlphaPreTest();
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// TODO: Re-enable the early discard on D3D11
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if (dstAlphaEnable && !DepthTextureEnable && Pretest >= 0 && ApiType != API_D3D11)
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if (dstAlphaMode == DSTALPHA_ALPHA_PASS && !DepthTextureEnable && Pretest >= 0)
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{
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if (!Pretest)
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{
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@ -807,7 +814,7 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
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WRITE(p, "depth = zCoord;\n");
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}
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if (dstAlphaEnable && ApiType != API_D3D11)
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if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
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WRITE(p, " ocol0 = float4(prev.rgb, "I_ALPHA"[0].a);\n");
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else
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{
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@ -817,13 +824,12 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
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// On D3D11, use dual-source color blending to perform dst alpha in a
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// single pass
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if (ApiType == API_D3D11)
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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{
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// Colors will be blended against the alpha from ocol1...
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WRITE(p, " ocol1 = ocol0;\n");
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// ...and the alpha from ocol0 will be written to the framebuffer.
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if (dstAlphaEnable)
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WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
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WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
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}
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}
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WRITE(p, "}\n");
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@ -104,8 +104,16 @@ public:
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}
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};
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const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 components);
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void GetPixelShaderId(PIXELSHADERUID *uid, u32 dstAlphaEnable);
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// Different ways to achieve rendering with destination alpha
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enum DSTALPHA_MODE
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{
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DSTALPHA_NONE, // Render normally, without destination alpha
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DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
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DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
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};
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,u32 components);
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
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extern PIXELSHADERUID last_pixel_shader_uid;
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@ -254,37 +254,73 @@ void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
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void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
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{
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// TODO: Check whether e.g. the dest color check is needed here
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blenddesc.RenderTarget[0].SrcBlend = val;
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if (m_useDstAlpha)
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{
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// Colors should blend against SRC1_ALPHA
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if (val == D3D11_BLEND_SRC_ALPHA)
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val = D3D11_BLEND_SRC1_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_ALPHA)
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val = D3D11_BLEND_INV_SRC1_ALPHA;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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}
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else
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{
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if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
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// Colors should blend against SRC_ALPHA
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if (val == D3D11_BLEND_SRC1_ALPHA)
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val = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
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val = D3D11_BLEND_INV_SRC_ALPHA;
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if (val == D3D11_BLEND_SRC_COLOR)
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR)
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR)
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR)
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else
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blenddesc.RenderTarget[0].SrcBlendAlpha = val;
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}
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blenddesc.RenderTarget[0].SrcBlend = val;
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}
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void EmuGfxState::SetDestBlend(D3D11_BLEND val)
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{
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// TODO: Check whether e.g. the source color check is needed here
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blenddesc.RenderTarget[0].DestBlend = val;
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if (m_useDstAlpha)
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{
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// Colors should blend against SRC1_ALPHA
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if (val == D3D11_BLEND_SRC_ALPHA)
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val = D3D11_BLEND_SRC1_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_ALPHA)
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val = D3D11_BLEND_INV_SRC1_ALPHA;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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}
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else
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{
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if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else blenddesc.RenderTarget[0].DestBlendAlpha = val;
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// Colors should blend against SRC_ALPHA
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if (val == D3D11_BLEND_SRC1_ALPHA)
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val = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
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val = D3D11_BLEND_INV_SRC_ALPHA;
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if (val == D3D11_BLEND_SRC_COLOR)
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR)
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR)
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR)
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else
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blenddesc.RenderTarget[0].DestBlendAlpha = val;
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}
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blenddesc.RenderTarget[0].DestBlend = val;
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}
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void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
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@ -228,10 +228,10 @@ void PixelShaderCache::Shutdown()
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g_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlpha);
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GetPixelShaderId(&uid, dstAlphaMode);
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// Check if the shader is already set
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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@ -256,7 +256,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
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}
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// Need to compile a new shader
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const char* code = GeneratePixelShaderCode(dstAlpha, API_D3D11,components);
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const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code, strlen(code), &pbytecode))
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@ -32,7 +32,7 @@ public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(bool dstAlpha,u32 components);
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
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static bool InsertByteCode(const PIXELSHADERUID &uid, void* bytecode, unsigned int bytecodelen);
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static ID3D11PixelShader* GetColorMatrixProgram();
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@ -90,8 +90,8 @@ static const D3D11_BLEND d3dSrcFactors[8] =
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D3D11_BLEND_ONE,
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D3D11_BLEND_DEST_COLOR,
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D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_SRC1_ALPHA,
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D3D11_BLEND_INV_SRC1_ALPHA, // Use dual-source color blending for dst alpha
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA
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};
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@ -102,8 +102,8 @@ static const D3D11_BLEND d3dDestFactors[8] =
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D3D11_BLEND_ONE,
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D3D11_BLEND_SRC_COLOR,
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D3D11_BLEND_INV_SRC_COLOR,
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D3D11_BLEND_SRC1_ALPHA,
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D3D11_BLEND_INV_SRC1_ALPHA, // Use dual-source color blending for dst alpha
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA
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};
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@ -223,7 +223,9 @@ void VertexManager::vFlush()
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D3D::gfxstate->SetDstAlpha(useDstAlpha);
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if (!PixelShaderCache::SetShader(useDstAlpha,g_nativeVertexFmt->m_components))
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if (!PixelShaderCache::SetShader(
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
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g_nativeVertexFmt->m_components))
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goto shader_fail;
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if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
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goto shader_fail;
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@ -273,10 +273,10 @@ void PixelShaderCache::Shutdown()
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unique_shaders.clear();
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}
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bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlpha ? 1 : 0);
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GetPixelShaderId(&uid, dstAlphaMode);
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// Check if the shader is already set
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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@ -308,7 +308,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
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}
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// Need to compile a new shader
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const char *code = GeneratePixelShaderCode(dstAlpha, API_D3D9,components);
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const char *code = GeneratePixelShaderCode(dstAlphaMode, API_D3D9, components);
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u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
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unique_shaders.insert(code_hash);
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@ -60,7 +60,7 @@ private:
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public:
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static void Init();
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static void Shutdown();
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static bool SetShader(bool dstAlpha, u32 componets);
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets);
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static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
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static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
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static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);
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@ -155,7 +155,7 @@ void VertexManager::vFlush()
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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if (!PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components))
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if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
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{
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DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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@ -175,7 +175,7 @@ void VertexManager::vFlush()
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if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
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{
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DWORD write = 0;
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if (!PixelShaderCache::SetShader(true, g_nativeVertexFmt->m_components))
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if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
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{
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DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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goto shader_fail;
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@ -184,11 +184,11 @@ void PixelShaderCache::Shutdown()
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PixelShaders.clear();
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}
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FRAGMENTSHADER* PixelShaderCache::SetShader(bool dstAlpha,u32 components)
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FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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DVSTARTPROFILE();
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlpha ? 1 : 0);
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GetPixelShaderId(&uid, dstAlphaMode);
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// Check if the shader is already set
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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@ -216,7 +216,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(bool dstAlpha,u32 components)
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PSCacheEntry& newentry = PixelShaders[uid];
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newentry.frameCount = frameCount;
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pShaderLast = &newentry.shader;
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const char *code = GeneratePixelShaderCode(dstAlpha,API_OPENGL,components);
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const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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@ -71,7 +71,7 @@ public:
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static void Init();
|
||||
static void Shutdown();
|
||||
|
||||
static FRAGMENTSHADER* SetShader(bool dstAlphaEnable,u32 components);
|
||||
static FRAGMENTSHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
|
||||
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
|
||||
|
||||
static GLuint GetColorMatrixProgram();
|
||||
|
|
|
@ -185,7 +185,7 @@ void VertexManager::vFlush()
|
|||
PixelShaderManager::SetConstants();
|
||||
|
||||
// finally bind
|
||||
FRAGMENTSHADER* ps = PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components);
|
||||
FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
|
||||
VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
|
||||
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
|
||||
if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
|
||||
|
@ -195,7 +195,9 @@ void VertexManager::vFlush()
|
|||
// run through vertex groups again to set alpha
|
||||
if (!g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
|
||||
{
|
||||
ps = PixelShaderCache::SetShader(true,g_nativeVertexFmt->m_components);
|
||||
// TODO: If host supports GL_ARB_blend_func_extended, use
|
||||
// DSTALPHA_DUAL_SOURCE_BLEND and set blend modes accordingly.
|
||||
ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
|
||||
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
|
||||
|
||||
// only update alpha
|
||||
|
|
Loading…
Reference in New Issue