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authorPokechu22 <Pokechu022@gmail.com>2022-01-24 22:48:43 -0800
committerPokechu22 <Pokechu022@gmail.com>2022-02-08 15:15:15 -0800
commit444f6fd0cb84a673329cf33eacf8907bf96b5951 (patch)
treebbb8a34251b7369a4f39355d61dfacbbed60954e /Source/Core/VideoBackends/Software
parent0327e6acb4a4f883003fb00b04a8092a1914090a (diff)
Treat alpha as 0 if alpha is 1 for blending
This removes the white box in fortune street again, without causing Mario Kart Wii to regress.
Diffstat (limited to 'Source/Core/VideoBackends/Software')
-rw-r--r--Source/Core/VideoBackends/Software/Tev.cpp13
1 files changed, 13 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/Software/Tev.cpp b/Source/Core/VideoBackends/Software/Tev.cpp
index ee0a789ec6..6905920405 100644
--- a/Source/Core/VideoBackends/Software/Tev.cpp
+++ b/Source/Core/VideoBackends/Software/Tev.cpp
@@ -714,6 +714,19 @@ 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)
{