Created
June 8, 2017 19:51
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diff --git a/src/video_core/swrasterizer/framebuffer.cpp b/src/video_core/swrasterizer/framebuffer.cpp | |
index 7de3aac..3f5906a 100644 | |
--- a/src/video_core/swrasterizer/framebuffer.cpp | |
+++ b/src/video_core/swrasterizer/framebuffer.cpp | |
@@ -280,17 +280,17 @@ Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4 | |
// TODO: How do these two actually work? OpenGL doesn't include the blend factors in the | |
// min/max computations, but is this what the 3DS actually does? | |
case FramebufferRegs::BlendEquation::Min: | |
- result.r() = std::min(src.r(), dest.r()); | |
- result.g() = std::min(src.g(), dest.g()); | |
- result.b() = std::min(src.b(), dest.b()); | |
- result.a() = std::min(src.a(), dest.a()); | |
+ result.r() = std::min(src_result.r(), dst_result.r()) / 255; | |
+ result.g() = std::min(src_result.g(), dst_result.g()) / 255; | |
+ result.b() = std::min(src_result.b(), dst_result.b()) / 255; | |
+ result.a() = std::min(src_result.a(), dst_result.a()) / 255; | |
break; | |
case FramebufferRegs::BlendEquation::Max: | |
- result.r() = std::max(src.r(), dest.r()); | |
- result.g() = std::max(src.g(), dest.g()); | |
- result.b() = std::max(src.b(), dest.b()); | |
- result.a() = std::max(src.a(), dest.a()); | |
+ result.r() = std::max(src_result.r(), dst_result.r()) / 255; | |
+ result.g() = std::max(src_result.g(), dst_result.g()) / 255; | |
+ result.b() = std::max(src_result.b(), dst_result.b()) / 255; | |
+ result.a() = std::max(src_result.a(), dst_result.a()) / 255; | |
break; | |
default: |
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