mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-25 15:15:40 +00:00
GPU/HW: Fix texture filtering making everything transparent
This commit is contained in:
parent
585cf25ac4
commit
4974a8015f
|
@ -165,6 +165,7 @@ bool GPU_HW::Initialize()
|
||||||
|
|
||||||
m_resolution_scale = CalculateResolutionScale();
|
m_resolution_scale = CalculateResolutionScale();
|
||||||
m_multisamples = std::min(g_settings.gpu_multisamples, g_gpu_device->GetMaxMultisamples());
|
m_multisamples = std::min(g_settings.gpu_multisamples, g_gpu_device->GetMaxMultisamples());
|
||||||
|
m_supports_dual_source_blend = features.dual_source_blend;
|
||||||
m_per_sample_shading = g_settings.gpu_per_sample_shading && features.per_sample_shading;
|
m_per_sample_shading = g_settings.gpu_per_sample_shading && features.per_sample_shading;
|
||||||
m_true_color = g_settings.gpu_true_color;
|
m_true_color = g_settings.gpu_true_color;
|
||||||
m_scaled_dithering = g_settings.gpu_scaled_dithering;
|
m_scaled_dithering = g_settings.gpu_scaled_dithering;
|
||||||
|
@ -783,9 +784,8 @@ bool GPU_HW::CompilePipelines()
|
||||||
plconfig.fragment_shader =
|
plconfig.fragment_shader =
|
||||||
batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing].get();
|
batch_fragment_shaders[render_mode][texture_mode][dithering][interlacing].get();
|
||||||
|
|
||||||
// TODO: Depth write always on???
|
|
||||||
plconfig.depth.depth_test = depth_test_values[depth_test];
|
plconfig.depth.depth_test = depth_test_values[depth_test];
|
||||||
plconfig.depth.depth_write = true;
|
plconfig.depth.depth_write = !m_pgxp_depth_buffer || depth_test != 0;
|
||||||
plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState();
|
plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState();
|
||||||
|
|
||||||
if ((static_cast<GPUTransparencyMode>(transparency_mode) != GPUTransparencyMode::Disabled &&
|
if ((static_cast<GPUTransparencyMode>(transparency_mode) != GPUTransparencyMode::Disabled &&
|
||||||
|
@ -1563,7 +1563,7 @@ void GPU_HW::LoadVertices()
|
||||||
for (BatchVertex& v : vertices)
|
for (BatchVertex& v : vertices)
|
||||||
v.w = 1.0f;
|
v.w = 1.0f;
|
||||||
}
|
}
|
||||||
else if (g_settings.gpu_pgxp_depth_buffer)
|
else if (m_pgxp_depth_buffer)
|
||||||
{
|
{
|
||||||
const bool use_depth = (m_batch.transparency_mode == GPUTransparencyMode::Disabled);
|
const bool use_depth = (m_batch.transparency_mode == GPUTransparencyMode::Disabled);
|
||||||
SetBatchDepthBuffer(use_depth);
|
SetBatchDepthBuffer(use_depth);
|
||||||
|
|
Loading…
Reference in a new issue