Disable color writing when alpha test always fails.
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d26bcb0847
commit
be706a3977
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@ -712,7 +712,6 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if(RegisterStates[0].AlphaNeedOverflowControl || RegisterStates[0].ColorNeedOverflowControl)
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WRITE(p, "prev = frac(prev * (255.0f/256.0f)) * (256.0f/255.0f);\n");
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// TODO: ALPHATEST_FAIL should be handled by disabling color writes in the render state
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AlphaTest::TEST_RESULT Pretest = bpmem.alpha_test.TestResult();
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if (Pretest == AlphaTest::UNDETERMINED)
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WriteAlphaTest(p, ApiType, dstAlphaMode);
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@ -471,10 +471,13 @@ void Renderer::SetColorMask()
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{
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// Only enable alpha channel if it's supported by the current EFB format
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UINT8 color_mask = 0;
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
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if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
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{
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
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}
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gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = color_mask;
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}
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@ -428,10 +428,13 @@ void Renderer::SetColorMask()
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{
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// Only enable alpha channel if it's supported by the current EFB format
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DWORD color_mask = 0;
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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color_mask = D3DCOLORWRITEENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
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{
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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color_mask = D3DCOLORWRITEENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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}
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
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}
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@ -646,10 +646,13 @@ void Renderer::SetColorMask()
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{
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// Only enable alpha channel if it's supported by the current EFB format
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GLenum ColorMask = GL_FALSE, AlphaMask = GL_FALSE;
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if (bpmem.blendmode.colorupdate)
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ColorMask = GL_TRUE;
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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AlphaMask = GL_TRUE;
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if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
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{
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if (bpmem.blendmode.colorupdate)
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ColorMask = GL_TRUE;
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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AlphaMask = GL_TRUE;
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}
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glColorMask(ColorMask, ColorMask, ColorMask, AlphaMask);
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}
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