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authorJMC47 <JMC4789@gmail.com>2022-12-29 13:08:04 -0500
committerGitHub <noreply@github.com>2022-12-29 13:08:04 -0500
commita20e41d3401d1d9c88a2e1ffc4f3b0c8b325fae8 (patch)
tree6514c6be1f059fc799d1f4152e027ab6505e3f20 /Source/Core/VideoBackends/Software/Tev.cpp
parentc20bb01b47d2c3adc883e87e162f74d3008931f6 (diff)
parented5015fa24c106316c98d5eebe16a66141473981 (diff)
Merge pull request #11389 from Pokechu22/sw-no-alpha-1-hack
Software: Remove alpha=1 blending special-case
Diffstat (limited to 'Source/Core/VideoBackends/Software/Tev.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/Tev.cpp13
1 files changed, 0 insertions, 13 deletions
diff --git a/Source/Core/VideoBackends/Software/Tev.cpp b/Source/Core/VideoBackends/Software/Tev.cpp
index 9b74684ccf..95a19ae7f1 100644
--- a/Source/Core/VideoBackends/Software/Tev.cpp
+++ b/Source/Core/VideoBackends/Software/Tev.cpp
@@ -550,19 +550,6 @@ void Tev::Draw()
if (!TevAlphaTest(output[ALP_C]))
return;
- // Hardware testing indicates that an alpha of 1 can pass an alpha test,
- // but doesn't do anything in blending
- // This situation is important for Mario Kart Wii's menus (they will render incorrectly if the
- // alpha test for the FMV in the background fails, since they depend on depth for drawing a yellow
- // border) and Fortune Street's gameplay (where a rectangle with an alpha value of 1 is drawn over
- // the center of the screen several times, but those rectangles shouldn't be visible).
- // Blending seems to result in no changes to the output with an alpha of 1, even if the input
- // color is white.
- // TODO: Investigate this further: we might be handling blending incorrectly in general (though
- // there might not be any good way of changing blending behavior)
- if (output[ALP_C] == 1)
- output[ALP_C] = 0;
-
// z texture
if (bpmem.ztex2.op != ZTexOp::Disabled)
{