small commit,but should fix 2 big issues:
* clear and flicker problem in d3d, backbuffer clearing was commented out, (if this was on right let me know and I'll revert). * alpha problem introduced by my modifications to the tev, must been sleeping when i wrote that code, should be fixed now. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4471 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -898,12 +898,12 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
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static const char *tevAlphaFuncsTable[] =
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static const char *tevAlphaFuncsTable[] =
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{
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{
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"(false)", //ALPHACMP_NEVER 0
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"(false)", //ALPHACMP_NEVER 0
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"(prev.a < %s + %f)", //ALPHACMP_LESS 1
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"(prev.a <= %s - %f)", //ALPHACMP_LESS 1
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"(abs( prev.a - %s ) <= %f)", //ALPHACMP_EQUAL 2
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"(abs( prev.a - %s ) < %f)", //ALPHACMP_EQUAL 2
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"(prev.a <= %s + %f)", //ALPHACMP_LEQUAL 3
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"(prev.a < %s + %f)", //ALPHACMP_LEQUAL 3
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"(prev.a > %s - %f)", //ALPHACMP_GREATER 4
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"(prev.a >= %s + %f)", //ALPHACMP_GREATER 4
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"(abs( prev.a - %s ) > %f)", //ALPHACMP_NEQUAL 5
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"(abs( prev.a - %s ) >= %f)", //ALPHACMP_NEQUAL 5
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"(prev.a >= %s - %f)", //ALPHACMP_GEQUAL 6
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"(prev.a > %s - %f)", //ALPHACMP_GEQUAL 6
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"(true)" //ALPHACMP_ALWAYS 7
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"(true)" //ALPHACMP_ALWAYS 7
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};
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};
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@ -286,7 +286,7 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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//pSprite->End();
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//pSprite->End();
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//pSprite->Release();
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//pSprite->Release();
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//D3D::dev->Clear(0,NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,0),1.0f,0);
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D3D::dev->Clear(0,NULL, D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0);
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// todo, to draw the EFB texture to the backbuffer instead of StretchRect
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// todo, to draw the EFB texture to the backbuffer instead of StretchRect
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D3D::dev->StretchRect(FBManager::GetEFBColorRTSurface(), src_rect.AsRECT(),
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D3D::dev->StretchRect(FBManager::GetEFBColorRTSurface(), src_rect.AsRECT(),
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