d3d9: Disable shader blending, not implemented.

Fixes bad graphics in Ridge Racer, etc.
This commit is contained in:
Unknown W. Brackets 2015-11-13 23:11:06 -08:00
parent 3b98229c6f
commit 13a09647e2
4 changed files with 13 additions and 7 deletions

View file

@ -768,7 +768,7 @@ void ApplyStencilReplaceAndLogicOp(ReplaceAlphaType replaceAlphaWithStencil, Gen
// Called even if AlphaBlendEnable == false - it also deals with stencil-related blend state.
void ConvertBlendState(GenericBlendState &blendState) {
void ConvertBlendState(GenericBlendState &blendState, bool allowShaderBlend) {
// Blending is a bit complex to emulate. This is due to several reasons:
//
// * Doubled blend modes (src, dst, inversed) aren't supported in OpenGL.
@ -778,13 +778,12 @@ void ConvertBlendState(GenericBlendState &blendState) {
// * The written output alpha should actually be the stencil value. Alpha is not written.
//
// If we can't apply blending, we make a copy of the framebuffer and do it manually.
gstate_c.allowShaderBlend = !g_Config.bDisableSlowFramebufEffects;
blendState.applyShaderBlending = false;
blendState.dirtyShaderBlend = false;
blendState.useBlendColor = false;
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowShaderBlend, gstate.FrameBufFormat());
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(allowShaderBlend, gstate.FrameBufFormat());
ReplaceAlphaType replaceAlphaWithStencil = ReplaceAlphaWithStencil(replaceBlend);
bool usePreSrc = false;