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
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@ -427,9 +427,13 @@ char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRende
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}
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}
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else {
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else {
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if (!bRenderZToCol0) {
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if (!bRenderZToCol0) {
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/* NEEDS FIX - dstalpha does not change how fragments are blended with the EFB
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once the blending is done, the dstalpha is written to the EFB in place of the
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fragment alpha if dstalpha is enabled. this only matters if the EFB supports alpha.
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if (bpmem.dstalpha.enable)
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if (bpmem.dstalpha.enable)
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WRITE(p, " ocol0 = float4(prev.rgb,"I_ALPHA"[0].w);\n");
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WRITE(p, " ocol0 = float4(prev.rgb,"I_ALPHA"[0].w);\n");
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else
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else*/
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WRITE(p, " ocol0 = prev;\n");
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WRITE(p, " ocol0 = prev;\n");
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}
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}
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}
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}
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@ -137,7 +137,7 @@ FRAGMENTSHADER* PixelShaderMngr::GetShader()
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Renderer::GetZBufferTarget() != 0,
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Renderer::GetZBufferTarget() != 0,
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Renderer::GetRenderMode() != Renderer::RM_Normal);
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Renderer::GetRenderMode() != Renderer::RM_Normal);
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#ifdef _DEBUG
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_Config.iLog & CONF_SAVESHADERS && code) {
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if (g_Config.iLog & CONF_SAVESHADERS && code) {
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static int counter = 0;
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static int counter = 0;
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char szTemp[MAX_PATH];
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char szTemp[MAX_PATH];
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