BlueToAlpha hack to avoid clearing the envmap in split/second :(

This commit is contained in:
Henrik Rydgård 2022-04-24 21:19:48 +02:00
parent 462972f7ea
commit 0c66087cc7

View File

@ -589,7 +589,7 @@ void FramebufferManagerCommon::ReinterpretFramebuffer(VirtualFramebuffer *vfb, G
// Games that are marked as doing reinterpret just ignore this - better to keep the data than to clear.
// Fixes #13717.
if (!PSP_CoreParameter().compat.flags().ReinterpretFramebuffers) {
if (!PSP_CoreParameter().compat.flags().ReinterpretFramebuffers && !PSP_CoreParameter().compat.flags().BlueToAlpha) {
draw_->BindFramebufferAsRenderTarget(vfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::KEEP, Draw::RPAction::CLEAR }, "FakeReinterpret");
// Need to dirty anything that has command buffer dynamic state, in case we started a new pass above.
// Should find a way to feed that information back, maybe... Or simply correct the issue in the rendermanager.