dstalpha should is not used to blend fragments. commenting out code fixed missing menu in Metroid Prime, but a proper solution is needed.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@932 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
donkopunchstania 2008-10-22 06:54:25 +00:00
parent 1538fd050d
commit bda172f21a
2 changed files with 8 additions and 4 deletions

View File

@ -427,10 +427,14 @@ char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRende
}
else {
if (!bRenderZToCol0) {
if (bpmem.dstalpha.enable)
/* NEEDS FIX - dstalpha does not change how fragments are blended with the EFB
once the blending is done, the dstalpha is written to the EFB in place of the
fragment alpha if dstalpha is enabled. this only matters if the EFB supports alpha.
if (bpmem.dstalpha.enable)
WRITE(p, " ocol0 = float4(prev.rgb,"I_ALPHA"[0].w);\n");
else
WRITE(p, " ocol0 = prev;\n");
else*/
WRITE(p, " ocol0 = prev;\n");
}
}

View File

@ -137,7 +137,7 @@ FRAGMENTSHADER* PixelShaderMngr::GetShader()
Renderer::GetZBufferTarget() != 0,
Renderer::GetRenderMode() != Renderer::RM_Normal);
#ifdef _DEBUG
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_Config.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];