mirror of https://github.com/mgba-emu/mgba.git
Don't blend if not target 1
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f7922c1627
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b3e1aa7853
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@ -335,7 +335,7 @@ static void _composite(struct GBAVideoSoftwareRenderer* renderer, int offset, ui
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charBase = ((background->charBase + (mapData.tile << 5)) >> 1) + (localY << 1) + ((localX >> 2) & 1); \
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charBase = ((background->charBase + (mapData.tile << 5)) >> 1) + (localY << 1) + ((localX >> 2) & 1); \
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uint16_t tileData = renderer->d.vram[charBase]; \
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uint16_t tileData = renderer->d.vram[charBase]; \
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tileData >>= (localX & 0x3) << 2; \
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tileData >>= (localX & 0x3) << 2; \
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if (renderer->blendEffect == BLEND_NONE || renderer->blendEffect == BLEND_ALPHA) { \
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if (!background->target1 || renderer->blendEffect == BLEND_NONE || renderer->blendEffect == BLEND_ALPHA) { \
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color = renderer->d.palette[(tileData & 0xF) | (mapData.palette << 4)]; \
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color = renderer->d.palette[(tileData & 0xF) | (mapData.palette << 4)]; \
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} else { \
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} else { \
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color = renderer->variantPalette[(tileData & 0xF) | (mapData.palette << 4)]; \
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color = renderer->variantPalette[(tileData & 0xF) | (mapData.palette << 4)]; \
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@ -351,7 +351,7 @@ static void _composite(struct GBAVideoSoftwareRenderer* renderer, int offset, ui
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charBase = ((background->charBase + (mapData.tile << 6)) >> 1) + (localY << 2) + ((localX >> 1) & 3); \
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charBase = ((background->charBase + (mapData.tile << 6)) >> 1) + (localY << 2) + ((localX >> 1) & 3); \
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uint16_t tileData = renderer->d.vram[charBase]; \
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uint16_t tileData = renderer->d.vram[charBase]; \
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tileData >>= (localX & 0x1) << 3; \
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tileData >>= (localX & 0x1) << 3; \
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if (renderer->blendEffect == BLEND_NONE || renderer->blendEffect == BLEND_ALPHA) { \
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if (!background->target1 || renderer->blendEffect == BLEND_NONE || renderer->blendEffect == BLEND_ALPHA) { \
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color = renderer->d.palette[tileData & 0xFF]; \
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color = renderer->d.palette[tileData & 0xFF]; \
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} else if (renderer->blendEffect == BLEND_DARKEN) { \
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} else if (renderer->blendEffect == BLEND_DARKEN) { \
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color = _darken(renderer->d.palette[tileData & 0xFF], renderer->bldy); \
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color = _darken(renderer->d.palette[tileData & 0xFF], renderer->bldy); \
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