diff options
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index af21e64156..ddb03f8e96 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -1234,6 +1234,18 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos use_dual_source || use_shader_blend); } + // 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) + out.Write("\t// Hardware testing indicates that an alpha of 1 can pass an alpha test,\n" + "\t// but doesn't do anything in blending\n" + "\tif (prev.a == 1) prev.a = 0;\n"); + if (uid_data->zfreeze) { out.SetConstantsUsed(C_ZSLOPE, C_ZSLOPE); |
