Various ClearScreen fixes.

Will fix some games and break some others.
Assist trophies in SSBB work fine now, Super Mario Sunshine is a little broken again.
Still needs some more work...

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6627 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2010-12-20 16:57:29 +00:00
parent 83868566ea
commit 9ebf507a55
4 changed files with 92 additions and 29 deletions

View File

@ -462,9 +462,12 @@ bool Renderer::SetScissorRect()
void Renderer::SetColorMask()
{
// Only enable alpha channel if it's supported by the current EFB format
UINT8 color_mask = 0;
if (bpmem.blendmode.alphaupdate) color_mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
if (bpmem.blendmode.colorupdate) color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
D3D::gfxstate->SetRenderTargetWriteMask(color_mask);
}
@ -688,14 +691,15 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
{
ResetAPIState();
if (bpmem.blendmode.colorupdate && bpmem.blendmode.alphaupdate) D3D::stateman->PushBlendState(clearblendstates[0]);
else if (bpmem.blendmode.colorupdate) D3D::stateman->PushBlendState(clearblendstates[1]);
else if (bpmem.blendmode.alphaupdate) D3D::stateman->PushBlendState(clearblendstates[2]);
if (colorEnable && alphaEnable) D3D::stateman->PushBlendState(clearblendstates[0]);
else if (colorEnable) D3D::stateman->PushBlendState(clearblendstates[1]);
else if (alphaEnable) D3D::stateman->PushBlendState(clearblendstates[2]);
else D3D::stateman->PushBlendState(clearblendstates[3]);
if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]);
else if (bpmem.zmode.updateenable) D3D::stateman->PushDepthState(cleardepthstates[1]);
else /*if (!bpmem.zmode.updateenable)*/ D3D::stateman->PushDepthState(cleardepthstates[2]);
// TODO: Should we enable Z testing here?
/*if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]);
else */if (zEnable) D3D::stateman->PushDepthState(cleardepthstates[1]);
else /*if (!zEnable)*/ D3D::stateman->PushDepthState(cleardepthstates[2]);
// Update the view port for clearing the picture
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
@ -1120,4 +1124,4 @@ void Renderer::SetInterlacingMode()
// TODO
}
}
}

View File

@ -473,8 +473,9 @@ bool Renderer::SetScissorRect()
void Renderer::SetColorMask()
{
// Only enable alpha channel if it's supported by the current EFB format
DWORD color_mask = 0;
if (bpmem.blendmode.alphaupdate)
if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
color_mask = D3DCOLORWRITEENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
@ -789,11 +790,22 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
{
// Reset rendering pipeline while keeping color masks and depth buffer settings
ResetAPIState();
SetDepthMode();
SetColorMask();
if (zEnable) // other depth functions don't make sense here
DWORD color_mask = 0;
if (alphaEnable)
color_mask = D3DCOLORWRITEENABLE_ALPHA;
if (colorEnable)
color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, color_mask);
if (zEnable)
{
D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, TRUE);
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
}
else
D3D::ChangeRenderState(D3DRS_ZENABLE, FALSE);
// Update the viewport for clearing the target EFB rect
TargetRectangle targetRc = ConvertEFBRectangle(rc);
@ -1304,4 +1316,4 @@ void Renderer::SetInterlacingMode()
// TODO
}
}
}

View File

@ -661,8 +661,9 @@ bool Renderer::SetScissorRect()
void Renderer::SetColorMask()
{
// Only enable alpha channel if it's supported by the current EFB format
GLenum ColorMask = (bpmem.blendmode.colorupdate) ? GL_TRUE : GL_FALSE;
GLenum AlphaMask = (bpmem.blendmode.alphaupdate) ? GL_TRUE : GL_FALSE;
GLenum AlphaMask = (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)) ? GL_TRUE : GL_FALSE;
glColorMask(ColorMask, ColorMask, ColorMask, AlphaMask);
}
@ -807,13 +808,13 @@ void Renderer::UpdateViewport()
glDepthRange(GLNear, GLFar);
}
// TODO: Clearing RGB or alpha only isn't implemented, yet!
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
// Update the view port for clearing the picture
TargetRectangle targetRc = ConvertEFBRectangle(rc);
glViewport(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
// Always set the scissor in case it was set by the game and has not been reset
glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
@ -1557,4 +1558,4 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
return result;
}
}
}