GPU/SW: Fix regression with non-transparent triangles

This commit is contained in:
Connor McLaughlin 2021-07-10 13:23:12 +10:00
parent 7caa5c09dd
commit 79dccc9d05

View file

@ -147,15 +147,16 @@ void ALWAYS_INLINE_RELEASE GPU_SW_Backend::ShadePixel(const GPUBackendDrawComman
const u32 dither_y = (dithering_enable) ? (y & 3u) : 2u;
const u32 dither_x = (dithering_enable) ? (x & 3u) : 3u;
// Non-textured transparent polygons don't set bit 15, but are treated as transparent.
color.bits = (ZeroExtend16(s_dither_lut[dither_y][dither_x][color_r]) << 0) |
(ZeroExtend16(s_dither_lut[dither_y][dither_x][color_g]) << 5) |
(ZeroExtend16(s_dither_lut[dither_y][dither_x][color_b]) << 10) | 0x8000u;
(ZeroExtend16(s_dither_lut[dither_y][dither_x][color_b]) << 10) | (transparency_enable ? 0x8000u : 0);
}
const VRAMPixel bg_color{GetPixel(static_cast<u32>(x), static_cast<u32>(y))};
if constexpr (transparency_enable)
{
if (color.bits & 0x8000u)
if (color.bits & 0x8000u || !texture_enable)
{
// Based on blargg's efficient 15bpp pixel math.
u32 bg_bits = ZeroExtend32(bg_color.bits);
@ -204,6 +205,10 @@ void ALWAYS_INLINE_RELEASE GPU_SW_Backend::ShadePixel(const GPUBackendDrawComman
}
break;
}
// See above.
if constexpr (!texture_enable)
color.bits &= ~0x8000u;
}
}