mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
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:
@ -245,6 +245,7 @@ int GetNumMSAACoverageSamples(int MSAAMode)
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// Init functions
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Renderer::Renderer()
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{
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Renderer::LastMode = RSM_None;
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OSDInternalW = 0;
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OSDInternalH = 0;
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@ -515,6 +516,49 @@ Renderer::~Renderer()
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delete g_framebuffer_manager;
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}
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void Renderer::ApplyState(u32 mode)
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{
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if(mode & RSM_Zcomploc)
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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}
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if(mode & RSM_Multipass)
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{
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDepthFunc(GL_EQUAL);
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}
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if (mode & RSM_UseDstAlpha)
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glDisable(GL_BLEND);
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}
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Renderer::LastMode |= mode;
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}
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void Renderer::RestoreState()
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{
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if(Renderer::LastMode & RSM_Zcomploc)
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{
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SetColorMask();
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}
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if(Renderer::LastMode & RSM_Multipass)
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{
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SetDepthMode();
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}
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if (Renderer::LastMode & RSM_UseDstAlpha)
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{
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SetColorMask();
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if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
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glEnable(GL_BLEND);
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}
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Renderer::LastMode = RSM_None;
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}
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// Create On-Screen-Messages
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void Renderer::DrawDebugInfo()
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{
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@ -11,6 +11,8 @@ void ClearEFBCache();
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class Renderer : public ::Renderer
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{
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private:
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u32 LastMode;
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public:
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Renderer();
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~Renderer();
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@ -27,8 +29,8 @@ public:
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void SetInterlacingMode();
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// TODO: Implement and use these
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void ApplyState(bool bUseDstAlpha) {}
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void RestoreState() {}
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void ApplyState(u32 mode);
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void RestoreState();
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void RenderText(const char* pstr, int left, int top, u32 color);
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void DrawDebugInfo();
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@ -224,17 +224,9 @@ void VertexManager::vFlush()
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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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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glDisable(GL_BLEND);
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Draw();
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// restore color mask
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g_renderer->SetColorMask();
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if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
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glEnable(GL_BLEND);
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g_renderer->ApplyState(RSM_UseDstAlpha | (bpmem.zmode.updateenable ? RSM_Multipass : RSM_None));
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Draw();
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g_renderer->RestoreState();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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