Resolve Black Screen on Intel GPU Regression (#6306)
* Get value for swap screen setting and check mono_render_option again * resolve clang-format issue * do not disable opengl blending since it is enabled by default * reset blending state to default values after drawing second screen * prevent resetting state blending when custom opacity is not used
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cda358443f
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d8c9335ef0
2 changed files with 20 additions and 6 deletions
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@ -1002,7 +1002,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
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}
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}
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glUniform1i(uniform_layer, 0);
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glUniform1i(uniform_layer, 0);
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if (!Settings::values.swap_screen) {
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if (!Settings::values.swap_screen.GetValue()) {
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DrawTopScreen(layout, top_screen, stereo_single_screen);
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DrawTopScreen(layout, top_screen, stereo_single_screen);
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glUniform1i(uniform_layer, 0);
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glUniform1i(uniform_layer, 0);
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ApplySecondLayerOpacity();
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ApplySecondLayerOpacity();
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@ -1013,13 +1013,12 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
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ApplySecondLayerOpacity();
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ApplySecondLayerOpacity();
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DrawTopScreen(layout, top_screen, stereo_single_screen);
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DrawTopScreen(layout, top_screen, stereo_single_screen);
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}
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}
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state.blend.enabled = false;
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ResetSecondLayerOpacity();
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}
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}
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void RendererOpenGL::ApplySecondLayerOpacity() {
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void RendererOpenGL::ApplySecondLayerOpacity() {
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if (Settings::values.custom_layout &&
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if (Settings::values.custom_layout &&
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Settings::values.custom_second_layer_opacity.GetValue() < 100) {
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Settings::values.custom_second_layer_opacity.GetValue() < 100) {
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state.blend.enabled = true;
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state.blend.src_rgb_func = GL_CONSTANT_ALPHA;
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state.blend.src_rgb_func = GL_CONSTANT_ALPHA;
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state.blend.src_a_func = GL_CONSTANT_ALPHA;
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state.blend.src_a_func = GL_CONSTANT_ALPHA;
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state.blend.dst_a_func = GL_ONE_MINUS_CONSTANT_ALPHA;
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state.blend.dst_a_func = GL_ONE_MINUS_CONSTANT_ALPHA;
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@ -1028,6 +1027,17 @@ void RendererOpenGL::ApplySecondLayerOpacity() {
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}
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}
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}
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}
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void RendererOpenGL::ResetSecondLayerOpacity() {
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if (Settings::values.custom_layout &&
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Settings::values.custom_second_layer_opacity.GetValue() < 100) {
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state.blend.src_rgb_func = GL_ONE;
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state.blend.dst_rgb_func = GL_ZERO;
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state.blend.src_a_func = GL_ONE;
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state.blend.dst_a_func = GL_ZERO;
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state.blend.color.alpha = 0.0f;
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}
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}
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void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
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void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
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const Common::Rectangle<u32>& top_screen,
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const Common::Rectangle<u32>& top_screen,
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const bool stereo_single_screen) {
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const bool stereo_single_screen) {
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@ -1037,8 +1047,10 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
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if (layout.is_rotated) {
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if (layout.is_rotated) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
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int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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DrawSingleScreenRotated(screen_infos[eye], (float)top_screen.left,
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(float)top_screen.top, (float)top_screen.GetWidth(),
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(float)top_screen.GetHeight());
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} else if (Settings::values.render_3d.GetValue() ==
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} else if (Settings::values.render_3d.GetValue() ==
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Settings::StereoRenderOption::SideBySide) {
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Settings::StereoRenderOption::SideBySide) {
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
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@ -1064,7 +1076,8 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
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}
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}
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} else {
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} else {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
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DrawSingleScreen(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
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int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
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DrawSingleScreen(screen_infos[eye], (float)top_screen.left, (float)top_screen.top,
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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} else if (Settings::values.render_3d.GetValue() ==
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} else if (Settings::values.render_3d.GetValue() ==
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Settings::StereoRenderOption::SideBySide) {
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Settings::StereoRenderOption::SideBySide) {
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@ -90,6 +90,7 @@ private:
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const GPU::Regs::FramebufferConfig& framebuffer);
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const GPU::Regs::FramebufferConfig& framebuffer);
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void DrawScreens(const Layout::FramebufferLayout& layout, bool flipped);
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void DrawScreens(const Layout::FramebufferLayout& layout, bool flipped);
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void ApplySecondLayerOpacity();
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void ApplySecondLayerOpacity();
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void ResetSecondLayerOpacity();
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void DrawBottomScreen(const Layout::FramebufferLayout& layout,
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void DrawBottomScreen(const Layout::FramebufferLayout& layout,
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const Common::Rectangle<u32>& bottom_screen,
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const Common::Rectangle<u32>& bottom_screen,
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const bool stereo_single_screen);
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const bool stereo_single_screen);
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