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Put infrastructure in place so that other plugins may support dual-source blending.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6296 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -185,7 +185,7 @@ void VertexManager::vFlush()
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PixelShaderManager::SetConstants();
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// finally bind
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FRAGMENTSHADER* ps = PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components);
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FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
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if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
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if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
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@ -195,7 +195,9 @@ void VertexManager::vFlush()
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// run through vertex groups again to set alpha
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if (!g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
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{
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ps = PixelShaderCache::SetShader(true,g_nativeVertexFmt->m_components);
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// TODO: If host supports GL_ARB_blend_func_extended, use
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// DSTALPHA_DUAL_SOURCE_BLEND and set blend modes accordingly.
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ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
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if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
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// only update alpha
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