gsdx-ogl: reorganize blending in the renderer

Do DATE algo selection before blending. This way we can detect bad
interaction.

Regroup all blending/colclip in a single block.  Avoid to check abe &&
rt multiple times.

v2: only enable sw blending when abe is true
This commit is contained in:
Gregory Hainaut 2015-07-21 19:07:24 +02:00
parent caadc73e1b
commit 12fdc37599
1 changed files with 120 additions and 111 deletions

View File

@ -428,90 +428,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
require_barrier |= EmulateTextureShuffleAndFbmask(ps_sel, om_csel, ps_cb);
// Blend
const GIFRegALPHA& ALPHA = context->ALPHA;
float afix = (float)context->ALPHA.FIX / 0x80;
if (!IsOpaque())
{
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
om_bsel.a = ALPHA.A;
om_bsel.b = ALPHA.B;
om_bsel.c = ALPHA.C;
om_bsel.d = ALPHA.D;
if (env.PABE.PABE)
{
if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
{
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
om_bsel.abe = 0;
}
else
{
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
//ASSERT(0);
#ifdef ENABLE_OGL_DEBUG
fprintf(stderr, "env PABE not supported\n");
GL_INS("!!! ENV PABE not supported !!!");
#endif
}
}
}
// Compute the blending equation to detect special case
int blend_sel = ((om_bsel.a * 3 + om_bsel.b) * 3 + om_bsel.c) * 3 + om_bsel.d;
int blend_flag = GSDeviceOGL::m_blendMapD3D9[blend_sel].bogus;
// SW Blend is (nearly) free. Let's use it.
int free_blend = m_sw_blending && ((blend_flag & NO_BAR) || (m_prim_overlap == PRIM_OVERLAP_NO));
// Color clip
bool colclip_wrap = env.COLCLAMP.CLAMP == 0 && !tex && PRIM->PRIM != GS_POINTLIST;
bool acc_colclip_wrap = env.COLCLAMP.CLAMP == 0 && (m_sw_blending >= ACC_BLEND_CCLIP || free_blend);
if ((ALPHA.A == ALPHA.B) || !om_bsel.abe) { // Optimize-away colclip
// No addition neither substraction so no risk of overflow the [0:255] range.
colclip_wrap = false;
acc_colclip_wrap = false;
}
if (acc_colclip_wrap) {
colclip_wrap = false;
ps_sel.colclip = 3;
GL_INS("COLCLIP SW ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
} else if (colclip_wrap) {
ps_sel.colclip = 1;
GL_INS("COLCLIP ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
}
bool impossible_blend = m_sw_blending && (blend_flag & A_MAX);
bool all_blend_sw;
switch (m_sw_blending) {
case ACC_BLEND_ULTRA: all_blend_sw = true; break;
case ACC_BLEND_FULL: all_blend_sw = !( (ALPHA.A == ALPHA.B) || (ALPHA.C == 2 && afix <= 1.002f) ); break;
case ACC_BLEND_CCLIP:
case ACC_BLEND_SPRITE: all_blend_sw = m_vt.m_primclass == GS_SPRITE_CLASS; break;
default: all_blend_sw = false; break;
}
bool sw_blending = free_blend // Free case
|| impossible_blend || all_blend_sw // Impossible blend or all
|| acc_colclip_wrap // accurate colclip
|| ps_sel.fbmask; // accurate fbmask
if (ps_sel.dfmt == 1) {
if (ALPHA.C == 1 && !sw_blending) {
// 24 bits no alpha channel so use 1.0f fix factor as equivalent
om_bsel.c = 2;
afix = 1.0f;
}
// Disable writing of the alpha channel
om_csel.wa = 0;
}
// DATE
// DATE: selection of the algorithm. Must be done before blending because GL42 is not compatible with blending
if (DATE) {
if (GLLoader::found_GL_ARB_texture_barrier && (m_prim_overlap == PRIM_OVERLAP_NO)) {
@ -531,6 +448,125 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
}
}
// Blend
const GIFRegALPHA& ALPHA = context->ALPHA;
float afix = (float)context->ALPHA.FIX / 0x80;
bool sw_blending = false;
bool colclip_wrap = false;
if (!IsOpaque() && rt)
{
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
om_bsel.a = ALPHA.A;
om_bsel.b = ALPHA.B;
om_bsel.c = ALPHA.C;
om_bsel.d = ALPHA.D;
if (env.PABE.PABE)
{
// FIXME it could be supported with SW blending!
if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
{
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
om_bsel.abe = 0;
}
else
{
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
//ASSERT(0);
#ifdef ENABLE_OGL_DEBUG
fprintf(stderr, "env PABE not supported\n");
GL_INS("!!! ENV PABE not supported !!!");
#endif
}
}
// Compute the blending equation to detect special case
int blend_sel = ((om_bsel.a * 3 + om_bsel.b) * 3 + om_bsel.c) * 3 + om_bsel.d;
int blend_flag = GSDeviceOGL::m_blendMapD3D9[blend_sel].bogus;
// SW Blend is (nearly) free. Let's use it.
int free_blend = m_sw_blending && ((blend_flag & NO_BAR) || (m_prim_overlap == PRIM_OVERLAP_NO));
// Color clip
bool acc_colclip_wrap = false;
if (env.COLCLAMP.CLAMP == 0) {
colclip_wrap = !tex && PRIM->PRIM != GS_POINTLIST;
acc_colclip_wrap = (m_sw_blending >= ACC_BLEND_CCLIP || free_blend);
if (acc_colclip_wrap) {
colclip_wrap = false;
ps_sel.colclip = 3;
GL_INS("COLCLIP SW ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
} else if (colclip_wrap) {
ps_sel.colclip = 1;
GL_INS("COLCLIP ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
}
}
bool impossible_blend = m_sw_blending && (blend_flag & A_MAX);
bool all_blend_sw;
switch (m_sw_blending) {
case ACC_BLEND_ULTRA: all_blend_sw = true; break;
case ACC_BLEND_FULL: all_blend_sw = !( (ALPHA.A == ALPHA.B) || (ALPHA.C == 2 && afix <= 1.002f) ); break;
case ACC_BLEND_CCLIP:
case ACC_BLEND_SPRITE: all_blend_sw = m_vt.m_primclass == GS_SPRITE_CLASS; break;
default: all_blend_sw = false; break;
}
sw_blending = free_blend // Free case
|| impossible_blend || all_blend_sw // Impossible blend or all
|| acc_colclip_wrap // accurate colclip
|| ps_sel.fbmask; // accurate fbmask
// SW Blending
// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
// that write the bad alpha value. Sw blending will force the draw to run primitive by primitive
// (therefore primitiveID will be constant to 1)
sw_blending &= !DATE_GL42;
// For stat to optimize accurate option
#if 0
if (om_bsel.abe)
GL_INS("BLEND_INFO: %d/%d/%d/%d. Clamp:%d. Prim:%d number %d (sw %d)",
om_bsel.a, om_bsel.b, om_bsel.c, om_bsel.d, env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, sw_blending);
#endif
if (sw_blending && om_bsel.abe) {
// select a shader that support blending
ps_sel.blend_a = om_bsel.a;
ps_sel.blend_b = om_bsel.b;
ps_sel.blend_c = om_bsel.c;
ps_sel.blend_d = om_bsel.d;
dev->PSSetShaderResource(3, rt);
// Require the fix alpha vlaue
if (ALPHA.C == 2) {
ps_cb.AlphaCoeff.a = afix;
}
// No need to flush for every primitive
require_barrier |= !(blend_flag & NO_BAR);
} else {
ps_sel.clr1 = om_bsel.IsCLR1();
}
}
if (ps_sel.dfmt == 1) {
if (ALPHA.C == 1 && !sw_blending) {
// 24 bits doesn't have an alpha channel so use 1.0f fix factor as equivalent
om_bsel.c = 2;
afix = 1.0f;
}
// Disable writing of the alpha channel
om_csel.wa = 0;
}
// DATE (setup part)
if (DATE_GL45) {
gl_TextureBarrier();
dev->PSSetShaderResource(3, rt);
@ -796,33 +832,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
#endif
}
// SW Blending
// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
// that write the bad alpha value. Sw blending will force the draw to run primitive by primitive
// (therefore primitiveID will be constant to 1)
ASSERT(!(DATE_GL42 && sw_blending));
sw_blending &= !DATE_GL42;
if (sw_blending && om_bsel.abe && rt) {
// select a shader that support blending
ps_sel.blend_a = om_bsel.a;
ps_sel.blend_b = om_bsel.b;
ps_sel.blend_c = om_bsel.c;
ps_sel.blend_d = om_bsel.d;
dev->PSSetShaderResource(3, rt);
// Require the fix alpha vlaue
if (ALPHA.C == 2) {
ps_cb.AlphaCoeff.a = afix;
}
// No need to flush for every primitive
require_barrier |= !(blend_flag & NO_BAR);
} else {
ps_sel.clr1 = om_bsel.IsCLR1();
}
// GS
#if 0