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[GPU] Avoid drawing the frame buffer with alpha blend enabled, use correct blend enable register, clear the buffer before drawing
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3 changed files with 19 additions and 3 deletions
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@ -184,6 +184,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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EnsureInitialized();
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bool AlphaBlendEnable = GL.GetInteger(GetPName.Blend) != 0;
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GL.Disable(EnableCap.Blend);
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle);
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@ -192,6 +196,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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GL.Clear(
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ClearBufferMask.ColorBufferBit |
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ClearBufferMask.DepthBufferBit);
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GL.BindVertexArray(VaoHandle);
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GL.UseProgram(Shader.Handle);
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@ -202,6 +210,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle);
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GL.UseProgram(CurrentProgram);
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if (AlphaBlendEnable)
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{
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GL.Enable(EnableCap.Blend);
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}
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}
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}
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@ -289,9 +302,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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const int MinFilter = (int)TextureMinFilter.Linear;
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const int MagFilter = (int)TextureMagFilter.Linear;
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
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@ -168,7 +168,7 @@ namespace Ryujinx.Graphics.Gpu
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private void SetAlphaBlending()
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{
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//TODO: Support independent blend properly.
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bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendEnable) & 1) != 0;
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bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
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Gpu.Renderer.SetBlendEnable(Enable);
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@ -16,6 +16,7 @@ namespace Ryujinx.Graphics.Gpu
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BlendFuncSrcAlpha = 0x4d4,
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BlendFuncDstAlpha = 0x4d6,
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BlendEnableMaster = 0x4d7,
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IBlendNEnable = 0x4d8,
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VertexArrayElemBase = 0x50d,
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TexHeaderPoolOffset = 0x55d,
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TexSamplerPoolOffset = 0x557,
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