forked from Ports/perfect_dark
port: better menu blur
TODO: make it render the blurred texture to the fb once instead of rendering it blurred every frame
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7 files changed
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@@ -1288,6 +1288,7 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx, bo
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(rdp.other_mode_l & (3 << 24)) == (G_BL_0 << 24) && (rdp.other_mode_l & (3 << 20)) == (G_BL_CLR_MEM << 20);
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bool use_grayscale = rdp.grayscale;
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bool use_modulate = use_alpha && (rsp.extra_geometry_mode & G_MODULATE_EXT) != 0;
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bool use_blur = (rdp.other_mode_h & (3U << G_MDSFT_TEXTFILT)) == G_TF_BLUR_EXT;
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if (texture_edge) {
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use_alpha = true;
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@@ -1317,6 +1318,9 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx, bo
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if (use_grayscale) {
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cc_options |= (uint64_t)SHADER_OPT_GRAYSCALE;
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}
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if (use_blur) {
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cc_options |= (uint64_t)SHADER_OPT_BLUR;
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}
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// If we are not using alpha, clear the alpha components of the combiner as they have no effect
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if (!use_alpha) {
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