Revert the recent zcomploc changes including the Graphic_Fixes merge.

Reason:
- It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance.
- It provides virtually no advantages over the previous hack while introducing lots of code.
- There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc.

This reverts commit 0efd4e5c29.
This reverts commit b4ec836aca.
This reverts commit bb4c9e2205.
This reverts commit 146b02615c.
This commit is contained in:
NeoBrainX
2012-08-10 18:57:37 +02:00
parent 6e02ad55bc
commit 08a9c66037
22 changed files with 211 additions and 358 deletions

View File

@ -247,7 +247,6 @@ void TeardownDeviceObjects()
// Init functions
Renderer::Renderer()
{
Renderer::LastMode = RSM_None;
st = new char[32768];
int fullScreenRes, x, y, w_temp, h_temp;
@ -1202,49 +1201,20 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
XFBWrited = false;
}
void Renderer::ApplyState(u32 mode)
void Renderer::ApplyState(bool bUseDstAlpha)
{
if(mode & RSM_Zcomploc)
{
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, 0);
}
if(mode & RSM_Multipass)
{
D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
}
if (mode & RSM_UseDstAlpha)
if (bUseDstAlpha)
{
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
}
Renderer::LastMode |= mode;
}
void Renderer::RestoreState()
{
if(Renderer::LastMode & RSM_Zcomploc)
{
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
}
if(Renderer::LastMode & RSM_Multipass)
{
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
D3D::RefreshRenderState(D3DRS_ZENABLE);
D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ZFUNC);
}
if(Renderer::LastMode & RSM_UseDstAlpha)
{
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
}
Renderer::LastMode = RSM_None;
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
// TODO: Enable this code. Caused glitches for me however (neobrain)
// for (unsigned int i = 0; i < 8; ++i)
// D3D::dev->SetTexture(i, NULL);