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Change destination alpha handling. The blending method introduced in rev 1921 was not the correct way to do it. This way was suggested by hrydgard in October and I should have listened. A simple pixel shader as hrydgard suggested cannot be used because the alpha is not set if the pixel is discarded due to failing depth (after z texture) or alpha (result of tev stages) tests. There is a bit of a performance hit so there should be an option to disable the second render pass which sets the alpha because it is probably not needed most of the time.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2662 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -91,7 +91,7 @@ public:
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}
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};
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const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0, bool HLSL = false);
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void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0);
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const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0, bool dstAlphaEnable, bool HLSL = false);
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void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0, u32 dstAlphaEnable);
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#endif
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