First Stage:

Fix depth related errors in dstalpha pass.
best place to test: water splash effect in super mario galaxy
This commit is contained in:
rodolfoosvaldobogado
2012-04-02 14:26:12 -03:00
parent f7ce27c91d
commit a0d60210fd
10 changed files with 101 additions and 26 deletions

View File

@ -43,6 +43,11 @@ extern int OSDChoice, OSDTime;
extern bool bLastFrameDumped;
#define RSM_None 0
#define RSM_Multipass 1
#define RSM_Zcomploc 2
#define RSM_UseDstAlpha 4
// Renderer really isn't a very good name for this class - it's more like "Misc".
// The long term goal is to get rid of this class and replace it with others that make
// more sense.
@ -63,7 +68,7 @@ public:
virtual void SetSamplerState(int stage,int texindex) = 0;
virtual void SetInterlacingMode() = 0;
virtual void ApplyState(bool bUseDstAlpha) = 0;
virtual void ApplyState(u32 mode) = 0;
virtual void RestoreState() = 0;
// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution