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Treat alpha as 0 if alpha is 1 for blending
This removes the white box in fortune street again, without causing Mario Kart Wii to regress.
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@ -714,6 +714,19 @@ void Tev::Draw()
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if (!TevAlphaTest(output[ALP_C]))
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return;
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// Hardware testing indicates that an alpha of 1 can pass an alpha test,
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// but doesn't do anything in blending
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// This situation is important for Mario Kart Wii's menus (they will render incorrectly if the
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// alpha test for the FMV in the background fails, since they depend on depth for drawing a yellow
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// border) and Fortune Street's gameplay (where a rectangle with an alpha value of 1 is drawn over
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// the center of the screen several times, but those rectangles shouldn't be visible).
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// Blending seems to result in no changes to the output with an alpha of 1, even if the input
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// color is white.
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// TODO: Investigate this further: we might be handling blending incorrectly in general (though
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// there might not be any good way of changing blending behavior)
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if (output[ALP_C] == 1)
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output[ALP_C] = 0;
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// z texture
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if (bpmem.ztex2.op != ZTexOp::Disabled)
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{
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@ -1234,6 +1234,18 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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use_dual_source || use_shader_blend);
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}
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// This situation is important for Mario Kart Wii's menus (they will render incorrectly if the
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// alpha test for the FMV in the background fails, since they depend on depth for drawing a yellow
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// border) and Fortune Street's gameplay (where a rectangle with an alpha value of 1 is drawn over
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// the center of the screen several times, but those rectangles shouldn't be visible).
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// Blending seems to result in no changes to the output with an alpha of 1, even if the input
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// color is white.
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// TODO: Investigate this further: we might be handling blending incorrectly in general (though
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// there might not be any good way of changing blending behavior)
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out.Write("\t// Hardware testing indicates that an alpha of 1 can pass an alpha test,\n"
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"\t// but doesn't do anything in blending\n"
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"\tif (prev.a == 1) prev.a = 0;\n");
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if (uid_data->zfreeze)
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{
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out.SetConstantsUsed(C_ZSLOPE, C_ZSLOPE);
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@ -1032,6 +1032,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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" }}\n"
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"\n");
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out.Write(" // Hardware testing indicates that an alpha of 1 can pass an alpha test,\n"
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" // but doesn't do anything in blending\n"
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" if (TevResult.a == 1) TevResult.a = 0;\n");
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// =========
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// Dithering
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// =========
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