GPU/SW: Fix regression with non-transparent triangles
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@ -147,15 +147,16 @@ void ALWAYS_INLINE_RELEASE GPU_SW_Backend::ShadePixel(const GPUBackendDrawComman
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const u32 dither_y = (dithering_enable) ? (y & 3u) : 2u;
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const u32 dither_x = (dithering_enable) ? (x & 3u) : 3u;
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// Non-textured transparent polygons don't set bit 15, but are treated as transparent.
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color.bits = (ZeroExtend16(s_dither_lut[dither_y][dither_x][color_r]) << 0) |
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(ZeroExtend16(s_dither_lut[dither_y][dither_x][color_g]) << 5) |
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(ZeroExtend16(s_dither_lut[dither_y][dither_x][color_b]) << 10) | 0x8000u;
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(ZeroExtend16(s_dither_lut[dither_y][dither_x][color_b]) << 10) | (transparency_enable ? 0x8000u : 0);
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}
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const VRAMPixel bg_color{GetPixel(static_cast<u32>(x), static_cast<u32>(y))};
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if constexpr (transparency_enable)
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{
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if (color.bits & 0x8000u)
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if (color.bits & 0x8000u || !texture_enable)
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{
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// Based on blargg's efficient 15bpp pixel math.
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u32 bg_bits = ZeroExtend32(bg_color.bits);
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@ -204,6 +205,10 @@ void ALWAYS_INLINE_RELEASE GPU_SW_Backend::ShadePixel(const GPUBackendDrawComman
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}
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break;
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}
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// See above.
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if constexpr (!texture_enable)
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color.bits &= ~0x8000u;
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}
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}
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