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authorgdkchan <gab.dark.100@gmail.com>2018-04-13 22:42:55 -0300
committergdkchan <gab.dark.100@gmail.com>2018-04-13 22:42:55 -0300
commit47100ec8c1b3cabc7d53654163c1dd30b58d483d (patch)
tree5b28448fd48438d78fb0a07d3ac5a914b82b8f69 /Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs
parentbbcad307bdb8edca121ef6e3d2b13196fdd96a2d (diff)
[GPU] Avoid drawing the frame buffer with alpha blend enabled, use correct blend enable register, clear the buffer before drawing
Diffstat (limited to 'Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs')
-rw-r--r--Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs19
1 files changed, 17 insertions, 2 deletions
diff --git a/Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs b/Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs
index 818af3b3..cca61e18 100644
--- a/Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs
+++ b/Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs
@@ -184,6 +184,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
EnsureInitialized();
+ bool AlphaBlendEnable = GL.GetInteger(GetPName.Blend) != 0;
+
+ GL.Disable(EnableCap.Blend);
+
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle);
@@ -192,6 +196,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
+ GL.Clear(
+ ClearBufferMask.ColorBufferBit |
+ ClearBufferMask.DepthBufferBit);
+
GL.BindVertexArray(VaoHandle);
GL.UseProgram(Shader.Handle);
@@ -202,6 +210,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle);
GL.UseProgram(CurrentProgram);
+
+ if (AlphaBlendEnable)
+ {
+ GL.Enable(EnableCap.Blend);
+ }
}
}
@@ -289,9 +302,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
GL.BindTexture(TextureTarget.Texture2D, Handle);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
+ const int MinFilter = (int)TextureMinFilter.Linear;
+ const int MagFilter = (int)TextureMagFilter.Linear;
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
+ GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
+ GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);