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[GPU] Avoid drawing the frame buffer with alpha blend enabled, use correct blend enable register, clear the buffer before drawing

This commit is contained in:
gdkchan 2018-04-13 22:42:55 -03:00
parent bbcad307bd
commit 47100ec8c1
3 changed files with 19 additions and 3 deletions

View file

@ -184,6 +184,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{ {
EnsureInitialized(); EnsureInitialized();
bool AlphaBlendEnable = GL.GetInteger(GetPName.Blend) != 0;
GL.Disable(EnableCap.Blend);
GL.ActiveTexture(TextureUnit.Texture0); GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle); GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle);
@ -192,6 +196,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
GL.Clear(
ClearBufferMask.ColorBufferBit |
ClearBufferMask.DepthBufferBit);
GL.BindVertexArray(VaoHandle); GL.BindVertexArray(VaoHandle);
GL.UseProgram(Shader.Handle); GL.UseProgram(Shader.Handle);
@ -202,6 +210,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle); GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle);
GL.UseProgram(CurrentProgram); GL.UseProgram(CurrentProgram);
if (AlphaBlendEnable)
{
GL.Enable(EnableCap.Blend);
}
} }
} }
@ -289,9 +302,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{ {
GL.BindTexture(TextureTarget.Texture2D, Handle); GL.BindTexture(TextureTarget.Texture2D, Handle);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); const int MinFilter = (int)TextureMinFilter.Linear;
const int MagFilter = (int)TextureMagFilter.Linear;
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8); (PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);

View file

@ -168,7 +168,7 @@ namespace Ryujinx.Graphics.Gpu
private void SetAlphaBlending() private void SetAlphaBlending()
{ {
//TODO: Support independent blend properly. //TODO: Support independent blend properly.
bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendEnable) & 1) != 0; bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
Gpu.Renderer.SetBlendEnable(Enable); Gpu.Renderer.SetBlendEnable(Enable);

View file

@ -16,6 +16,7 @@ namespace Ryujinx.Graphics.Gpu
BlendFuncSrcAlpha = 0x4d4, BlendFuncSrcAlpha = 0x4d4,
BlendFuncDstAlpha = 0x4d6, BlendFuncDstAlpha = 0x4d6,
BlendEnableMaster = 0x4d7, BlendEnableMaster = 0x4d7,
IBlendNEnable = 0x4d8,
VertexArrayElemBase = 0x50d, VertexArrayElemBase = 0x50d,
TexHeaderPoolOffset = 0x55d, TexHeaderPoolOffset = 0x55d,
TexSamplerPoolOffset = 0x557, TexSamplerPoolOffset = 0x557,