GPU/HW: Fix ROV depth being written with semitransparency

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Stenzek committed 2025-01-09 21:21:12 +10:00
1 parent 7d2898b94c
commit d9c9b3038d
4 files changed
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@@ -1276,13 +1276,16 @@ bool GPU_HW::CompilePipelines(Error* error)
texture_mode - (sprite ? static_cast<u8>(BatchTextureMode::SpriteStart) : 0));
const bool use_rov =
(render_mode == static_cast<u8>(BatchRenderMode::ShaderBlend) && m_use_rov_for_shader_blend);
const bool rov_depth_test = (use_rov && depth_test != 0);
const bool rov_depth_write = (rov_depth_test && static_cast<GPUTransparencyMode>(transparency_mode) ==
GPUTransparencyMode::Disabled);
const std::string fs = shadergen.GenerateBatchFragmentShader(
static_cast<BatchRenderMode>(render_mode), static_cast<GPUTransparencyMode>(transparency_mode),
shader_texmode, sprite ? m_sprite_texture_filtering : m_texture_filtering, upscaled, msaa,
per_sample_shading, uv_limits, !sprite && force_round_texcoords, true_color,
ConvertToBoolUnchecked(dithering), scaled_dithering, disable_color_perspective,
ConvertToBoolUnchecked(interlacing), ConvertToBoolUnchecked(check_mask), m_write_mask_as_depth,
use_rov, needs_rov_depth, (depth_test != 0));
use_rov, needs_rov_depth, rov_depth_test, rov_depth_write);
if (!(batch_fragment_shaders[depth_test][render_mode][transparency_mode][texture_mode][check_mask]
[dithering][interlacing] = g_gpu_device->CreateShader(