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	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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					 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); | ||||
|  |  | |||
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