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@ -653,20 +653,22 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, |
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case params.Min: |
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{ |
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// TODO: GL spec says to do it without the factors, but is this what the 3DS does?
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Math::Vec4<int> result; |
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result.r() = std::min(src_result.r(),dst_result.r()); |
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result.g() = std::min(src_result.g(),dst_result.g()); |
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result.b() = std::min(src_result.b(),dst_result.b()); |
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result.r() = std::min(combiner_output.r(),dest.r()); |
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result.g() = std::min(combiner_output.g(),dest.g()); |
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result.b() = std::min(combiner_output.b(),dest.b()); |
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combiner_output = result.Cast<u8>(); |
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break; |
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} |
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case params.Max: |
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{ |
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// TODO: GL spec says to do it without the factors, but is this what the 3DS does?
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Math::Vec4<int> result; |
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result.r() = std::max(src_result.r(),dst_result.r()); |
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result.g() = std::max(src_result.g(),dst_result.g()); |
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result.b() = std::max(src_result.b(),dst_result.b()); |
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result.r() = std::max(combiner_output.r(),dest.r()); |
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result.g() = std::max(combiner_output.g(),dest.g()); |
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result.b() = std::max(combiner_output.b(),dest.b()); |
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combiner_output = result.Cast<u8>(); |
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break; |
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} |
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