GPU: When rendering the 3D layer, prioritize color blending over the window color effect flag.

Fixes color blending in the dialogue boxes of Front Mission.
(Regression from r5285.)
This commit is contained in:
rogerman 2016-12-14 17:04:07 -08:00
parent a80fa6d4de
commit e6b352c73a
1 changed files with 91 additions and 103 deletions

View File

@ -1659,63 +1659,56 @@ FORCEINLINE void GPUEngineBase::_RenderPixel(GPUEngineCompositorInfo &compInfo,
return;
}
ColorEffect selectedEffect = ColorEffect_Disable;
TBlendTable *selectedBlendTable = compInfo.renderState.blendTable555;
u8 blendEVA = compInfo.renderState.blendEVA;
u8 blendEVB = compInfo.renderState.blendEVB;
if (enableColorEffect)
const bool dstEffectEnable = (dstLayerID != compInfo.renderState.selectedLayerID) && compInfo.renderState.dstBlendEnable[dstLayerID];
bool forceBlendEffect = false;
if (ISSRCLAYEROBJ && enableColorEffect)
{
const bool dstEffectEnable = (dstLayerID != compInfo.renderState.selectedLayerID) && compInfo.renderState.dstBlendEnable[dstLayerID];
// Select the color effect based on the BLDCNT target flags.
bool forceBlendEffect = false;
if (ISSRCLAYEROBJ)
//translucent-capable OBJ are forcing the function to blend when the second target is satisfied
const OBJMode objMode = (OBJMode)this->_sprType[compInfo.target.xNative];
const bool isObjTranslucentType = (objMode == OBJMode_Transparent) || (objMode == OBJMode_Bitmap);
if (isObjTranslucentType && dstEffectEnable)
{
//translucent-capable OBJ are forcing the function to blend when the second target is satisfied
const OBJMode objMode = (OBJMode)this->_sprType[compInfo.target.xNative];
const bool isObjTranslucentType = (objMode == OBJMode_Transparent) || (objMode == OBJMode_Bitmap);
if (isObjTranslucentType && dstEffectEnable)
//obj without fine-grained alpha are using EVA/EVB for blending. this is signified by receiving 0xFF in the alpha
//it's tested by the spriteblend demo and the glory of heracles title screen
if (srcAlpha != 0xFF)
{
//obj without fine-grained alpha are using EVA/EVB for blending. this is signified by receiving 0xFF in the alpha
//it's tested by the spriteblend demo and the glory of heracles title screen
if (srcAlpha != 0xFF)
{
blendEVA = srcAlpha;
blendEVB = 16 - srcAlpha;
selectedBlendTable = &GPUEngineBase::_blendTable555[blendEVA][blendEVB];
}
blendEVA = srcAlpha;
blendEVB = 16 - srcAlpha;
selectedBlendTable = &GPUEngineBase::_blendTable555[blendEVA][blendEVB];
}
forceBlendEffect = true;
}
}
ColorEffect selectedEffect = (forceBlendEffect) ? ColorEffect_Blend : ColorEffect_Disable;
// If we're not forcing blending, then select the color effect based on the BLDCNT target flags.
if (!forceBlendEffect && enableColorEffect && compInfo.renderState.srcBlendEnable[compInfo.renderState.selectedLayerID])
{
switch (compInfo.renderState.colorEffect)
{
// For the Blend effect, both first and second target flags must be checked.
case ColorEffect_Blend:
{
if (dstEffectEnable) selectedEffect = compInfo.renderState.colorEffect;
break;
}
forceBlendEffect = true;
}
}
if (forceBlendEffect)
{
selectedEffect = ColorEffect_Blend;
}
else if (compInfo.renderState.srcBlendEnable[compInfo.renderState.selectedLayerID])
{
switch (compInfo.renderState.colorEffect)
{
// For the Blend effect, both first and second target flags must be checked.
case ColorEffect_Blend:
{
if (dstEffectEnable) selectedEffect = compInfo.renderState.colorEffect;
break;
}
// For the Increase/Decrease Brightness effects, only the first target flag needs to be checked.
// Test case: Bomberman Land Touch! dialog boxes will render too dark without this check.
case ColorEffect_IncreaseBrightness:
case ColorEffect_DecreaseBrightness:
selectedEffect = compInfo.renderState.colorEffect;
break;
default:
break;
}
// For the Increase/Decrease Brightness effects, only the first target flag needs to be checked.
// Test case: Bomberman Land Touch! dialog boxes will render too dark without this check.
case ColorEffect_IncreaseBrightness:
case ColorEffect_DecreaseBrightness:
selectedEffect = compInfo.renderState.colorEffect;
break;
default:
break;
}
}
@ -1923,7 +1916,7 @@ FORCEINLINE void GPUEngineBase::_RenderPixel16_SSE2(GPUEngineCompositorInfo &com
if (ISSRCLAYEROBJ)
{
const __m128i objMode_vec128 = _mm_loadu_si128((__m128i *)(this->_sprType + compInfo.target.xNative));
const __m128i isObjTranslucentMask = _mm_and_si128( dstEffectEnableMask, _mm_or_si128(_mm_cmpeq_epi8(objMode_vec128, _mm_set1_epi8(OBJMode_Transparent)), _mm_cmpeq_epi8(objMode_vec128, _mm_set1_epi8(OBJMode_Bitmap))) );
const __m128i isObjTranslucentMask = _mm_and_si128( _mm_and_si128(enableColorEffectMask, dstEffectEnableMask), _mm_or_si128(_mm_cmpeq_epi8(objMode_vec128, _mm_set1_epi8(OBJMode_Transparent)), _mm_cmpeq_epi8(objMode_vec128, _mm_set1_epi8(OBJMode_Bitmap))) );
forceBlendEffectMask = isObjTranslucentMask;
const __m128i srcAlphaMask = _mm_andnot_si128(_mm_cmpeq_epi8(srcAlpha, _mm_set1_epi8(0xFF)), isObjTranslucentMask);
@ -2052,45 +2045,40 @@ FORCEINLINE void GPUEngineBase::_RenderPixel3D(GPUEngineCompositorInfo &compInfo
u16 &dstColor16 = *compInfo.target.lineColor16;
FragmentColor &dstColor32 = *compInfo.target.lineColor32;
u8 &dstLayerID = *compInfo.target.lineLayerID;
ColorEffect selectedEffect = ColorEffect_Disable;
if (enableColorEffect)
const bool dstEffectEnable = (dstLayerID != GPULayerID_BG0) && compInfo.renderState.dstBlendEnable[dstLayerID];
// 3D rendering has a special override: If the destination pixel is set to blend, then always blend.
// Test case: When starting a stage in Super Princess Peach, the screen will be solid black unless
// blending is forced here.
//
// This behavior must take priority over checking for the window color effect enable flag.
// Test case: Dialogue boxes in Front Mission will be rendered with blending disabled unless
// blend forcing takes priority.
bool forceBlendEffect = dstEffectEnable;
ColorEffect selectedEffect = (forceBlendEffect) ? ColorEffect_Blend : ColorEffect_Disable;
// If we're not forcing blending, then select the color effect based on the BLDCNT target flags.
if (!forceBlendEffect && enableColorEffect && compInfo.renderState.srcBlendEnable[GPULayerID_BG0])
{
const bool dstEffectEnable = (dstLayerID != GPULayerID_BG0) && compInfo.renderState.dstBlendEnable[dstLayerID];
// Select the color effect based on the BLDCNT target flags.
bool forceBlendEffect = false;
// 3D rendering has a special override: If the destination pixel is set to blend, then always blend.
// Test case: When starting a stage in Super Princess Peach, the screen will be solid black unless
// blending is forced here.
forceBlendEffect = dstEffectEnable;
if (forceBlendEffect)
switch (compInfo.renderState.colorEffect)
{
selectedEffect = ColorEffect_Blend;
}
else if (compInfo.renderState.srcBlendEnable[GPULayerID_BG0])
{
switch (compInfo.renderState.colorEffect)
// For the Blend effect, both first and second target flags must be checked.
case ColorEffect_Blend:
{
// For the Blend effect, both first and second target flags must be checked.
case ColorEffect_Blend:
{
if (dstEffectEnable) selectedEffect = compInfo.renderState.colorEffect;
break;
}
// For the Increase/Decrease Brightness effects, only the first target flag needs to be checked.
// Test case: Bomberman Land Touch! dialog boxes will render too dark without this check.
case ColorEffect_IncreaseBrightness:
case ColorEffect_DecreaseBrightness:
selectedEffect = compInfo.renderState.colorEffect;
break;
default:
break;
if (dstEffectEnable) selectedEffect = compInfo.renderState.colorEffect;
break;
}
// For the Increase/Decrease Brightness effects, only the first target flag needs to be checked.
// Test case: Bomberman Land Touch! dialog boxes will render too dark without this check.
case ColorEffect_IncreaseBrightness:
case ColorEffect_DecreaseBrightness:
selectedEffect = compInfo.renderState.colorEffect;
break;
default:
break;
}
}
@ -2164,7 +2152,24 @@ FORCEINLINE void GPUEngineBase::_RenderPixel3D_SSE2(GPUEngineCompositorInfo &com
_mm_unpacklo_epi16(passMask16[1], passMask16[1]),
_mm_unpackhi_epi16(passMask16[1], passMask16[1]) };
if (_mm_movemask_epi8(enableColorEffectMask) == 0)
__m128i dstEffectEnableMask;
#ifdef ENABLE_SSSE3
dstEffectEnableMask = _mm_shuffle_epi8(compInfo.renderState.dstBlendEnable_SSSE3, dstLayerID);
dstEffectEnableMask = _mm_xor_si128( _mm_cmpeq_epi8(dstEffectEnableMask, _mm_setzero_si128()), _mm_set1_epi32(0xFFFFFFFF) );
#else
dstEffectEnableMask = _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_BG0)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_BG0]);
dstEffectEnableMask = _mm_or_si128(dstEffectEnableMask, _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_BG1)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_BG1]) );
dstEffectEnableMask = _mm_or_si128(dstEffectEnableMask, _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_BG2)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_BG2]) );
dstEffectEnableMask = _mm_or_si128(dstEffectEnableMask, _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_BG3)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_BG3]) );
dstEffectEnableMask = _mm_or_si128(dstEffectEnableMask, _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_OBJ)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_OBJ]) );
dstEffectEnableMask = _mm_or_si128(dstEffectEnableMask, _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_Backdrop)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_Backdrop]) );
#endif
dstEffectEnableMask = _mm_andnot_si128( _mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_BG0)), dstEffectEnableMask );
const __m128i forceBlendEffectMask = dstEffectEnableMask;
if (_mm_movemask_epi8( _mm_or_si128(forceBlendEffectMask, enableColorEffectMask) ) == 0)
{
if (OUTPUTFORMAT == NDSColorFormat_BGR555_Rev)
{
@ -2200,26 +2205,9 @@ FORCEINLINE void GPUEngineBase::_RenderPixel3D_SSE2(GPUEngineCompositorInfo &com
tmpSrc[3] = src3;
}
const __m128i srcEffectEnableMask = compInfo.renderState.srcBlendEnable_SSE2[GPULayerID_BG0];
__m128i dstEffectEnableMask;
#ifdef ENABLE_SSSE3
dstEffectEnableMask = _mm_shuffle_epi8(compInfo.renderState.dstBlendEnable_SSSE3, dstLayerID);
dstEffectEnableMask = _mm_xor_si128( _mm_cmpeq_epi8(dstEffectEnableMask, _mm_setzero_si128()), _mm_set1_epi32(0xFFFFFFFF) );
#else
dstEffectEnableMask = _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_BG0)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_BG0]);
dstEffectEnableMask = _mm_or_si128(dstEffectEnableMask, _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_BG1)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_BG1]) );
dstEffectEnableMask = _mm_or_si128(dstEffectEnableMask, _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_BG2)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_BG2]) );
dstEffectEnableMask = _mm_or_si128(dstEffectEnableMask, _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_BG3)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_BG3]) );
dstEffectEnableMask = _mm_or_si128(dstEffectEnableMask, _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_OBJ)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_OBJ]) );
dstEffectEnableMask = _mm_or_si128(dstEffectEnableMask, _mm_and_si128(_mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_Backdrop)), compInfo.renderState.dstBlendEnable_SSE2[GPULayerID_Backdrop]) );
#endif
dstEffectEnableMask = _mm_andnot_si128( _mm_cmpeq_epi8(dstLayerID, _mm_set1_epi8(GPULayerID_BG0)), dstEffectEnableMask );
// Select the color effect based on the BLDCNT target flags.
const __m128i srcEffectEnableMask = compInfo.renderState.srcBlendEnable_SSE2[GPULayerID_BG0];
const __m128i colorEffect_vec128 = _mm_blendv_epi8(_mm_set1_epi8(ColorEffect_Disable), _mm_set1_epi8(compInfo.renderState.colorEffect), enableColorEffectMask);
const __m128i forceBlendEffectMask = _mm_and_si128(enableColorEffectMask, dstEffectEnableMask);
const __m128i evy_vec128 = _mm_set1_epi16(compInfo.renderState.blendEVY);
switch (compInfo.renderState.colorEffect)