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OGL: Handle case where both constant alpha and logic op is enabled #4153

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merged 1 commit into from Sep 30, 2016
Merged

OGL: Handle case where both constant alpha and logic op is enabled #4153

merged 1 commit into from Sep 30, 2016

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stenzek
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@stenzek stenzek commented Aug 28, 2016

Fixes kirby-shadows on GL, albeit a far from perfect solution, but I can't think of any other way to do this. Will only impact performance (by the extra draw call) when logic op and dstalpha is enabled, which was incorrect before anyway.

The idea is basically abusing the alpha-only pass for the lack-of-dual-source-blend fallback to write the constant alpha value to the framebuffer when logic ops are enabled, since the logic op applies to all channels, and blending and logic ops are mutually exclusive.


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@stenzek stenzek changed the title [FIFOCI Test Run] OGL: Handle case where both constant alpha and logic op is enabled OGL: Handle case where both constant alpha and logic op is enabled Sep 1, 2016
@degasus
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degasus commented Sep 4, 2016

The comment is a bit recursive, as it explain the code for dual pass destAlpha with dual pass destAlpha ;)

but LGTM

@degasus degasus merged commit f3cdc64 into dolphin-emu:master Sep 30, 2016
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FifoCI detected that this change impacts graphical rendering. Here are the behavior differences detected by the system:

  • kirby-shadows on ogl-lin-intel: diff
  • kirby-shadows on ogl-lin-mesa: diff
  • kirby-shadows on ogl-lin-nv: diff
  • mario-baseball-shadows on ogl-lin-nv: failed to render
  • simpsons-game on ogl-lin-nv: diff

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@Fallcrest
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@stenzek Why did the Mario Baseball test fail?

@JMC47
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JMC47 commented Sep 30, 2016

random failure

@stenzek stenzek deleted the logicop-dstalpha branch November 13, 2016 07:35
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