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d3d9: Disable shader blending, not implemented.
Fixes bad graphics in Ridge Racer, etc.
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3b98229c6f
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13a09647e2
4 changed files with 13 additions and 7 deletions
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@ -768,7 +768,7 @@ void ApplyStencilReplaceAndLogicOp(ReplaceAlphaType replaceAlphaWithStencil, Gen
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// Called even if AlphaBlendEnable == false - it also deals with stencil-related blend state.
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void ConvertBlendState(GenericBlendState &blendState) {
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void ConvertBlendState(GenericBlendState &blendState, bool allowShaderBlend) {
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// Blending is a bit complex to emulate. This is due to several reasons:
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//
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// * Doubled blend modes (src, dst, inversed) aren't supported in OpenGL.
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@ -778,13 +778,12 @@ void ConvertBlendState(GenericBlendState &blendState) {
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// * The written output alpha should actually be the stencil value. Alpha is not written.
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//
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// If we can't apply blending, we make a copy of the framebuffer and do it manually.
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gstate_c.allowShaderBlend = !g_Config.bDisableSlowFramebufEffects;
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blendState.applyShaderBlending = false;
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blendState.dirtyShaderBlend = false;
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blendState.useBlendColor = false;
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ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowShaderBlend, gstate.FrameBufFormat());
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ReplaceBlendType replaceBlend = ReplaceBlendWithShader(allowShaderBlend, gstate.FrameBufFormat());
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ReplaceAlphaType replaceAlphaWithStencil = ReplaceAlphaWithStencil(replaceBlend);
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bool usePreSrc = false;
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@ -135,5 +135,5 @@ struct GenericBlendState {
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}
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};
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void ConvertBlendState(GenericBlendState &blendState);
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void ConvertBlendState(GenericBlendState &blendState, bool allowShaderBlend);
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void ApplyStencilReplaceAndLogicOp(ReplaceAlphaType replaceAlphaWithStencil, GenericBlendState &blendState);
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@ -86,7 +86,9 @@ static const D3DSTENCILOP stencilOps[] = {
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};
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bool TransformDrawEngineDX9::ApplyShaderBlending() {
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bool skipBlit = false;
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if (gstate_c.featureFlags & GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH) {
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return true;
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}
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static const int MAX_REASONABLE_BLITS_PER_FRAME = 24;
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@ -137,9 +139,12 @@ void TransformDrawEngineDX9::ApplyDrawState(int prim) {
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bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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// Unfortunately, this isn't implemented yet.
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gstate_c.allowShaderBlend = false;
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// Set blend - unless we need to do it in the shader.
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GenericBlendState blendState;
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ConvertBlendState(blendState);
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ConvertBlendState(blendState, gstate_c.allowShaderBlend);
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ViewportAndScissor vpAndScissor;
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ConvertViewportAndScissor(useBufferedRendering,
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framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
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@ -167,10 +167,12 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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gstate_c.allowShaderBlend = !g_Config.bDisableSlowFramebufEffects;
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// Do the large chunks of state conversion. We might be able to hide these two behind a dirty-flag each,
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// to avoid recomputing heavy stuff unnecessarily every draw call.
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GenericBlendState blendState;
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ConvertBlendState(blendState);
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ConvertBlendState(blendState, gstate_c.allowShaderBlend);
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ViewportAndScissor vpAndScissor;
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ConvertViewportAndScissor(useBufferedRendering,
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framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
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