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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
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
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@ -462,9 +462,12 @@ bool Renderer::SetScissorRect()
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void Renderer::SetColorMask()
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{
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// Only enable alpha channel if it's supported by the current EFB format
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UINT8 color_mask = 0;
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if (bpmem.blendmode.alphaupdate) color_mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate) color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
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D3D::gfxstate->SetRenderTargetWriteMask(color_mask);
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}
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@ -688,14 +691,15 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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{
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ResetAPIState();
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if (bpmem.blendmode.colorupdate && bpmem.blendmode.alphaupdate) D3D::stateman->PushBlendState(clearblendstates[0]);
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else if (bpmem.blendmode.colorupdate) D3D::stateman->PushBlendState(clearblendstates[1]);
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else if (bpmem.blendmode.alphaupdate) D3D::stateman->PushBlendState(clearblendstates[2]);
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if (colorEnable && alphaEnable) D3D::stateman->PushBlendState(clearblendstates[0]);
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else if (colorEnable) D3D::stateman->PushBlendState(clearblendstates[1]);
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else if (alphaEnable) D3D::stateman->PushBlendState(clearblendstates[2]);
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else D3D::stateman->PushBlendState(clearblendstates[3]);
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if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]);
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else if (bpmem.zmode.updateenable) D3D::stateman->PushDepthState(cleardepthstates[1]);
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else /*if (!bpmem.zmode.updateenable)*/ D3D::stateman->PushDepthState(cleardepthstates[2]);
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// TODO: Should we enable Z testing here?
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/*if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]);
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else */if (zEnable) D3D::stateman->PushDepthState(cleardepthstates[1]);
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else /*if (!zEnable)*/ D3D::stateman->PushDepthState(cleardepthstates[2]);
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// Update the view port for clearing the picture
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
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@ -1120,4 +1124,4 @@ void Renderer::SetInterlacingMode()
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// TODO
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}
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}
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}
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