Merge pull request #953 from Phil-Palmer/fix/alpha-zwrite

Disable z-write for transparent draws
This commit is contained in:
Kalila 2021-01-21 17:54:59 -05:00 committed by GitHub
commit a1fe046350
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4 changed files with 6 additions and 6 deletions

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@ -415,7 +415,7 @@ gpu::PipelinePointer ParabolaPointer::RenderState::ParabolaRenderItem::getParabo
for (auto& key : keys) {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setDepthTest(true, !std::get<0>(key), gpu::LESS_EQUAL);
if (std::get<0>(key)) {
PrepareStencil::testMask(*state);
} else {

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@ -125,7 +125,7 @@ Procedural::Procedural() {
opaqueStencil(_opaqueState);
_transparentState->setCullMode(gpu::State::CULL_NONE);
_transparentState->setDepthTest(true, true, gpu::LESS_EQUAL);
_transparentState->setDepthTest(true, false, gpu::LESS_EQUAL);
_transparentState->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);

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@ -2027,7 +2027,7 @@ void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bo
for (auto& key : keys) {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setDepthTest(true, !std::get<0>(key), gpu::LESS_EQUAL);
if (std::get<0>(key)) {
PrepareStencil::testMask(*state);
} else {
@ -2135,7 +2135,7 @@ gpu::PipelinePointer GeometryCache::getWebBrowserProgram(bool transparent, bool
auto pipeline = (transparent || forward) ? web_browser_forward : web_browser;
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setDepthTest(true, !transparent, gpu::LESS_EQUAL);
// FIXME: do we need a testMaskDrawNoAA?
PrepareStencil::testMaskDrawShapeNoAA(*state);
state->setBlendFunction(transparent,
@ -2207,7 +2207,7 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
} else {
state->setCullMode(gpu::State::CULL_BACK);
}
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setDepthTest(true, !config.isTransparent(), gpu::LESS_EQUAL);
if (config.hasDepthBias()) {
state->setDepthBias(1.0f);
state->setDepthBiasSlopeScale(1.0f);

View file

@ -276,7 +276,7 @@ void Font::setupGPU() {
for (auto& key : keys) {
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setDepthTest(true, !std::get<0>(key), gpu::LESS_EQUAL);
state->setBlendFunction(std::get<0>(key),
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);