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yuzu-android
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set border color not depending on the wrap mode

only enable color mask for the first framebuffer id independent blending is disabled
This commit is contained in:
Rodolfo Bogado 2018-11-13 21:23:23 -03:00
parent 6a2aa6dbdb
commit 1d60bb6544
1 changed files with 9 additions and 9 deletions

View File

@ -777,15 +777,13 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::FullTex
MaxwellToGL::DepthCompareFunc(depth_compare_func)); MaxwellToGL::DepthCompareFunc(depth_compare_func));
} }
if (wrap_u == Tegra::Texture::WrapMode::Border || wrap_v == Tegra::Texture::WrapMode::Border || const GLvec4 new_border_color = {{config.border_color_r, config.border_color_g,
wrap_p == Tegra::Texture::WrapMode::Border) { config.border_color_b, config.border_color_a}};
const GLvec4 new_border_color = {{config.border_color_r, config.border_color_g, if (border_color != new_border_color) {
config.border_color_b, config.border_color_a}}; border_color = new_border_color;
if (border_color != new_border_color) { glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, border_color.data());
border_color = new_border_color;
glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, border_color.data());
}
} }
if (info.tic.use_header_opt_control == 0) { if (info.tic.use_header_opt_control == 0) {
if (GLAD_GL_ARB_texture_filter_anisotropic) { if (GLAD_GL_ARB_texture_filter_anisotropic) {
glSamplerParameterf(s, GL_TEXTURE_MAX_ANISOTROPY, glSamplerParameterf(s, GL_TEXTURE_MAX_ANISOTROPY,
@ -1022,7 +1020,9 @@ void RasterizerOpenGL::SyncStencilTestState() {
void RasterizerOpenGL::SyncColorMask() { void RasterizerOpenGL::SyncColorMask() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) { size_t count =
regs.independent_blend_enable ? Tegra::Engines::Maxwell3D::Regs::NumRenderTargets : 1;
for (size_t i = 0; i < count; i++) {
const auto& source = regs.color_mask[regs.color_mask_common ? 0 : i]; const auto& source = regs.color_mask[regs.color_mask_common ? 0 : i];
auto& dest = state.color_mask[i]; auto& dest = state.color_mask[i];
dest.red_enabled = (source.R == 0) ? GL_FALSE : GL_TRUE; dest.red_enabled = (source.R == 0) ? GL_FALSE : GL_TRUE;