GPU: Synchronize the blend state on every draw call.
Only independent blending on render target 0 is implemented for now. This fixes the elongated squids in Splatoon 2's boot screen.
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2 changed files with 20 additions and 16 deletions
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@ -349,6 +349,9 @@ void RasterizerOpenGL::DrawArrays() {
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// Sync the viewport
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SyncViewport(surfaces_rect, res_scale);
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// Sync the blend state registers
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SyncBlendState();
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// TODO(bunnei): Sync framebuffer_scale uniform here
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// TODO(bunnei): Sync scissorbox uniform(s) here
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@ -735,14 +738,21 @@ void RasterizerOpenGL::SyncDepthOffset() {
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UNREACHABLE();
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}
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void RasterizerOpenGL::SyncBlendEnabled() {
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UNREACHABLE();
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}
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void RasterizerOpenGL::SyncBlendState() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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ASSERT_MSG(regs.independent_blend_enable == 1, "Only independent blending is implemented");
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void RasterizerOpenGL::SyncBlendFuncs() {
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UNREACHABLE();
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}
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// TODO(Subv): Support more than just render target 0.
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state.blend.enabled = regs.blend.enable[0] != 0;
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void RasterizerOpenGL::SyncBlendColor() {
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UNREACHABLE();
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if (!state.blend.enabled)
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return;
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ASSERT_MSG(!regs.independent_blend[0].separate_alpha, "Unimplemented");
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state.blend.rgb_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_rgb);
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state.blend.src_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_rgb);
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state.blend.dst_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_rgb);
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state.blend.a_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_a);
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state.blend.src_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_a);
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state.blend.dst_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_a);
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}
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@ -121,14 +121,8 @@ private:
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/// Syncs the depth offset to match the guest state
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void SyncDepthOffset();
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/// Syncs the blend enabled status to match the guest state
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void SyncBlendEnabled();
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/// Syncs the blend functions to match the guest state
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void SyncBlendFuncs();
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/// Syncs the blend color to match the guest state
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void SyncBlendColor();
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/// Syncs the blend state to match the guest state
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void SyncBlendState();
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bool has_ARB_buffer_storage;
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bool has_ARB_direct_state_access;
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