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Merge branch 'immediate-removal' into GLSL-master
Conflicts: Source/Core/VideoCommon/Src/PixelShaderGen.cpp Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp immediate-removal is a new created branch seperated from master but reverted the revert of immediate-removal so we get less conflicts by merging
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@ -668,10 +668,13 @@ 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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GLenum ColorMask = GL_FALSE, AlphaMask = GL_FALSE;
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if (bpmem.blendmode.colorupdate)
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ColorMask = GL_TRUE;
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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AlphaMask = GL_TRUE;
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if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
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{
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if (bpmem.blendmode.colorupdate)
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ColorMask = GL_TRUE;
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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AlphaMask = GL_TRUE;
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}
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glColorMask(ColorMask, ColorMask, ColorMask, AlphaMask);
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}
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@ -1036,9 +1039,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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// this function is called after the XFB field is changed, not after
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// EFB is copied to XFB. In this way, flickering is reduced in games
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// and seems to also give more FPS in ZTP
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if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
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u32 xfbCount = 0;
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@ -245,8 +245,8 @@ void VertexManager::vFlush()
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xfregs.postMtxInfo[i].index, xfregs.postMtxInfo[i].normalize);
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}
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PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
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bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alphaFunc.hex>>16)&0xff);
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PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphatest=0x%x", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
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bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alpha_test.hex>>16)&0xff);
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#endif
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(void)GL_REPORT_ERROR();
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