GS/HW: Black blending should preserve RGB, not A

This commit is contained in:
Stenzek authored and refractionpcsx2 committed 2023-06-05 11:26:33 +01:00
1 parent c79c79fe0e
commit c44b4c3d35
1 file changed
+2 -2
+2 -2
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@@ -5102,7 +5102,7 @@ void GSRendererHW::OI_DoubleHalfClear(GSTextureCache::Target*& rt, GSTextureCach
// Take the vertex colour, but check if the blending would make it black.
u32 vert_color = v[1].RGBAQ.U32[0];
if (PRIM->ABE && m_context->ALPHA.IsBlack())
vert_color &= ~0xFF000000;
vert_color &= 0xFF000000;
const u32 color = vert_color;
const bool clear_depth = (m_cached_ctx.FRAME.FBP > m_cached_ctx.ZBUF.ZBP);
@@ -5246,7 +5246,7 @@ bool GSRendererHW::OI_GsMemClear()
// Take the vertex colour, but check if the blending would make it black.
u32 vert_color = m_vertex.buff[1].RGBAQ.U32[0];
if (PRIM->ABE && m_context->ALPHA.IsBlack())
vert_color &= ~0xFF000000;
vert_color &= 0xFF000000;
OI_DoGsMemClear(off, r, vert_color);
return true;