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
This commit is contained in:
parent
cda358443f
commit
d8c9335ef0
2 changed files with 20 additions and 6 deletions
|
@ -1002,7 +1002,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
|
|||
}
|
||||
|
||||
glUniform1i(uniform_layer, 0);
|
||||
if (!Settings::values.swap_screen) {
|
||||
if (!Settings::values.swap_screen.GetValue()) {
|
||||
DrawTopScreen(layout, top_screen, stereo_single_screen);
|
||||
glUniform1i(uniform_layer, 0);
|
||||
ApplySecondLayerOpacity();
|
||||
|
@ -1013,13 +1013,12 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
|
|||
ApplySecondLayerOpacity();
|
||||
DrawTopScreen(layout, top_screen, stereo_single_screen);
|
||||
}
|
||||
state.blend.enabled = false;
|
||||
ResetSecondLayerOpacity();
|
||||
}
|
||||
|
||||
void RendererOpenGL::ApplySecondLayerOpacity() {
|
||||
if (Settings::values.custom_layout &&
|
||||
Settings::values.custom_second_layer_opacity.GetValue() < 100) {
|
||||
state.blend.enabled = true;
|
||||
state.blend.src_rgb_func = GL_CONSTANT_ALPHA;
|
||||
state.blend.src_a_func = GL_CONSTANT_ALPHA;
|
||||
state.blend.dst_a_func = GL_ONE_MINUS_CONSTANT_ALPHA;
|
||||
|
@ -1028,6 +1027,17 @@ void RendererOpenGL::ApplySecondLayerOpacity() {
|
|||
}
|
||||
}
|
||||
|
||||
void RendererOpenGL::ResetSecondLayerOpacity() {
|
||||
if (Settings::values.custom_layout &&
|
||||
Settings::values.custom_second_layer_opacity.GetValue() < 100) {
|
||||
state.blend.src_rgb_func = GL_ONE;
|
||||
state.blend.dst_rgb_func = GL_ZERO;
|
||||
state.blend.src_a_func = GL_ONE;
|
||||
state.blend.dst_a_func = GL_ZERO;
|
||||
state.blend.color.alpha = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
|
||||
const Common::Rectangle<u32>& top_screen,
|
||||
const bool stereo_single_screen) {
|
||||
|
@ -1037,8 +1047,10 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
|
|||
|
||||
if (layout.is_rotated) {
|
||||
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
|
||||
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
|
||||
(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
|
||||
int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
|
||||
DrawSingleScreenRotated(screen_infos[eye], (float)top_screen.left,
|
||||
(float)top_screen.top, (float)top_screen.GetWidth(),
|
||||
(float)top_screen.GetHeight());
|
||||
} else if (Settings::values.render_3d.GetValue() ==
|
||||
Settings::StereoRenderOption::SideBySide) {
|
||||
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
|
||||
|
@ -1064,7 +1076,8 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
|
|||
}
|
||||
} else {
|
||||
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
|
||||
DrawSingleScreen(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
|
||||
int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
|
||||
DrawSingleScreen(screen_infos[eye], (float)top_screen.left, (float)top_screen.top,
|
||||
(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
|
||||
} else if (Settings::values.render_3d.GetValue() ==
|
||||
Settings::StereoRenderOption::SideBySide) {
|
||||
|
|
|
@ -90,6 +90,7 @@ private:
|
|||
const GPU::Regs::FramebufferConfig& framebuffer);
|
||||
void DrawScreens(const Layout::FramebufferLayout& layout, bool flipped);
|
||||
void ApplySecondLayerOpacity();
|
||||
void ResetSecondLayerOpacity();
|
||||
void DrawBottomScreen(const Layout::FramebufferLayout& layout,
|
||||
const Common::Rectangle<u32>& bottom_screen,
|
||||
const bool stereo_single_screen);
|
||||
|
|
Loading…
Reference in a new issue