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DX9/DX11: Fix and simplify ClearScreen. At least fixes a small glitch in Super Mario Sunshine with DX11, might fix several other things as well in both plugins though (so test this, please!)
Explanation of this commit: We only have to care about four BP registers in ClearScreen, the remaining API state should be reset. The colorEnable and alphaEnable parameters are obsolete, for some reason directly using them caused the SMS glitch with DX11 (because of that bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 check in BPFunctions.cpp, is this one actually correct?) The comment in BPFunctions.cpp was at least misleading (if not even wrong), so I removed it. For what it's worth, someone needs to port this to the OpenGL and Software plugins (unless they're doing this properly already) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6327 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -89,9 +89,6 @@ void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const
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void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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{
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// it seems that the GC is able to alpha blend on color-fill
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// we cant do that so if alpha is != 255 we skip it
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bool colorEnable = bpmem.blendmode.colorupdate;
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bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);
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bool zEnable = bpmem.zmode.updateenable;
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