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:
SomeDudeOnDiscord 2023-02-18 11:54:12 -05:00 committed by GitHub
parent cda358443f
commit d8c9335ef0
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 20 additions and 6 deletions

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@ -1002,7 +1002,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
} }
glUniform1i(uniform_layer, 0); glUniform1i(uniform_layer, 0);
if (!Settings::values.swap_screen) { if (!Settings::values.swap_screen.GetValue()) {
DrawTopScreen(layout, top_screen, stereo_single_screen); DrawTopScreen(layout, top_screen, stereo_single_screen);
glUniform1i(uniform_layer, 0); glUniform1i(uniform_layer, 0);
ApplySecondLayerOpacity(); ApplySecondLayerOpacity();
@ -1013,13 +1013,12 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool f
ApplySecondLayerOpacity(); ApplySecondLayerOpacity();
DrawTopScreen(layout, top_screen, stereo_single_screen); DrawTopScreen(layout, top_screen, stereo_single_screen);
} }
state.blend.enabled = false; ResetSecondLayerOpacity();
} }
void RendererOpenGL::ApplySecondLayerOpacity() { void RendererOpenGL::ApplySecondLayerOpacity() {
if (Settings::values.custom_layout && if (Settings::values.custom_layout &&
Settings::values.custom_second_layer_opacity.GetValue() < 100) { Settings::values.custom_second_layer_opacity.GetValue() < 100) {
state.blend.enabled = true;
state.blend.src_rgb_func = GL_CONSTANT_ALPHA; state.blend.src_rgb_func = GL_CONSTANT_ALPHA;
state.blend.src_a_func = GL_CONSTANT_ALPHA; state.blend.src_a_func = GL_CONSTANT_ALPHA;
state.blend.dst_a_func = GL_ONE_MINUS_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, void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
const Common::Rectangle<u32>& top_screen, const Common::Rectangle<u32>& top_screen,
const bool stereo_single_screen) { const bool stereo_single_screen) {
@ -1037,8 +1047,10 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
if (layout.is_rotated) { if (layout.is_rotated) {
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) { if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top, int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
(float)top_screen.GetWidth(), (float)top_screen.GetHeight()); 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() == } else if (Settings::values.render_3d.GetValue() ==
Settings::StereoRenderOption::SideBySide) { Settings::StereoRenderOption::SideBySide) {
DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2, DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2,
@ -1064,7 +1076,8 @@ void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
} }
} else { } else {
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) { 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()); (float)top_screen.GetWidth(), (float)top_screen.GetHeight());
} else if (Settings::values.render_3d.GetValue() == } else if (Settings::values.render_3d.GetValue() ==
Settings::StereoRenderOption::SideBySide) { Settings::StereoRenderOption::SideBySide) {

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@ -90,6 +90,7 @@ private:
const GPU::Regs::FramebufferConfig& framebuffer); const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens(const Layout::FramebufferLayout& layout, bool flipped); void DrawScreens(const Layout::FramebufferLayout& layout, bool flipped);
void ApplySecondLayerOpacity(); void ApplySecondLayerOpacity();
void ResetSecondLayerOpacity();
void DrawBottomScreen(const Layout::FramebufferLayout& layout, void DrawBottomScreen(const Layout::FramebufferLayout& layout,
const Common::Rectangle<u32>& bottom_screen, const Common::Rectangle<u32>& bottom_screen,
const bool stereo_single_screen); const bool stereo_single_screen);