[D3D12] Banjo-Kazooie/Tooie top tile clear fix (rendering still broken in Tooie)
This commit is contained in:
@@ -335,20 +335,7 @@ PipelineCache::UpdateStatus PipelineCache::UpdateBlendStateAndRenderTargets(
|
||||
dirty |= regs.render_targets[i].format != render_targets[i].format;
|
||||
regs.render_targets[i].format = render_targets[i].format;
|
||||
}
|
||||
uint32_t color_mask;
|
||||
if (pixel_shader != nullptr) {
|
||||
color_mask = register_file_->values[XE_GPU_REG_RB_COLOR_MASK].u32 & 0xFFFF;
|
||||
for (uint32_t i = 0; i < 4; ++i) {
|
||||
// If the pixel shader doesn't write to a render target, writing to it is
|
||||
// disabled in the blend state. Otherwise, in Halo 3, one important render
|
||||
// target is destroyed by a shader not writing to one of the outputs.
|
||||
if (!pixel_shader->writes_color_target(i)) {
|
||||
color_mask &= ~(0xF << (i * 4));
|
||||
}
|
||||
}
|
||||
} else {
|
||||
color_mask = 0;
|
||||
}
|
||||
uint32_t color_mask = command_processor_->GetCurrentColorMask(pixel_shader);
|
||||
dirty |= regs.color_mask != color_mask;
|
||||
regs.color_mask = color_mask;
|
||||
bool blend_enable =
|
||||
|
||||
Reference in New Issue
Block a user