diff --git a/pcsx2/GS/Renderers/HW/GSRendererNew.cpp b/pcsx2/GS/Renderers/HW/GSRendererNew.cpp index 32d3a32454..aff3dc6b18 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererNew.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererNew.cpp @@ -540,24 +540,68 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) // Compute the blending equation to detect special case const GIFRegALPHA& ALPHA = m_context->ALPHA; + + // Set blending to shader bits + m_conf.ps.blend_a = ALPHA.A; + m_conf.ps.blend_b = ALPHA.B; + m_conf.ps.blend_c = ALPHA.C; + m_conf.ps.blend_d = ALPHA.D; + + // Get alpha value + const bool alpha_c0_zero = (m_conf.ps.blend_c == 0 && GetAlphaMinMax().max == 0); + const bool alpha_c0_one = (m_conf.ps.blend_c == 0 && (GetAlphaMinMax().min == 128) && (GetAlphaMinMax().max == 128)); + const bool alpha_c0_high_max_one = (m_conf.ps.blend_c == 0 && GetAlphaMinMax().max > 128); + const bool alpha_c2_zero = (m_conf.ps.blend_c == 2 && ALPHA.FIX == 0u); + const bool alpha_c2_one = (m_conf.ps.blend_c == 2 && ALPHA.FIX == 128u); + const bool alpha_c2_high_one = (m_conf.ps.blend_c == 2 && ALPHA.FIX > 128u); + + // Optimize blending equations, must be done before index calculation + if ((m_conf.ps.blend_a == m_conf.ps.blend_b) || ((m_conf.ps.blend_b == m_conf.ps.blend_d) && (alpha_c0_one || alpha_c2_one))) + { + // Condition 1: + // A == B + // (A - B) * C, result will be 0.0f so set A B to Cs, C to As + // Condition 2: + // B == D + // Swap D with A + // A == B + // (A - B) * C, result will be 0.0f so set A B to Cs, C to As + if (m_conf.ps.blend_a != m_conf.ps.blend_b) + m_conf.ps.blend_d = m_conf.ps.blend_a; + m_conf.ps.blend_a = 0; + m_conf.ps.blend_b = 0; + m_conf.ps.blend_c = 0; + } + else if (alpha_c0_zero || alpha_c2_zero) + { + // C == 0.0f + // (A - B) * C, result will be 0.0f so set A B to Cs + m_conf.ps.blend_a = 0; + m_conf.ps.blend_b = 0; + } + // Ad cases, alpha write is masked, one barrier is enough, for d3d11 read the fb // Replace Ad with As, blend flags will be used from As since we are chaging the blend_index value. - bool blend_ad_alpha_masked = (ALPHA.C == 1) && (m_context->FRAME.FBMSK & 0xFF000000) == 0xFF000000; - u8 ALPHA_C = ALPHA.C; + // Must be done before index calculation, after blending equation optimizations + bool blend_ad_alpha_masked = (m_conf.ps.blend_c == 1) && (m_context->FRAME.FBMSK & 0xFF000000) == 0xFF000000; if (((GSConfig.AccurateBlendingUnit >= AccBlendLevel::Basic) || (m_env.COLCLAMP.CLAMP == 0)) && g_gs_device->Features().texture_barrier && blend_ad_alpha_masked) - ALPHA_C = 0; + m_conf.ps.blend_c = 0; else if (((GSConfig.AccurateBlendingUnit >= AccBlendLevel::Medium) // Detect barrier aka fbmask on d3d11. || m_conf.require_one_barrier) && blend_ad_alpha_masked) - ALPHA_C = 0; + m_conf.ps.blend_c = 0; else blend_ad_alpha_masked = false; - u8 blend_index = u8(((ALPHA.A * 3 + ALPHA.B) * 3 + ALPHA_C) * 3 + ALPHA.D); + u8 blend_index = u8(((m_conf.ps.blend_a * 3 + m_conf.ps.blend_b) * 3 + m_conf.ps.blend_c) * 3 + m_conf.ps.blend_d); const int blend_flag = g_gs_device->GetBlendFlags(blend_index); + // Re set alpha, it was modified, must be done after index calculation + if (blend_ad_alpha_masked) + m_conf.ps.blend_c = ALPHA.C; + // HW blend can handle Cd output. bool color_dest_blend = !!(blend_flag & BLEND_CD); @@ -573,15 +617,12 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) const bool blend_mix3 = !!(blend_flag & BLEND_MIX3); bool blend_mix = (blend_mix1 || blend_mix2 || blend_mix3); - const bool alpha_c2_high_one = (ALPHA.C == 2 && ALPHA.FIX > 128u); - const bool alpha_c0_high_max_one = (ALPHA.C == 0 && GetAlphaMinMax().max > 128); - // Blend can be done on hw. As and F cases should be accurate. // BLEND_C_CLR1 with Ad, BLEND_C_CLR3 Cs > 0.5f will require sw blend. // BLEND_C_CLR1 with As/F, BLEND_C_CLR2_AF, BLEND_C_CLR2_AS can be done in hw. const bool clr_blend = !!(blend_flag & (BLEND_C_CLR1 | BLEND_C_CLR2_AF | BLEND_C_CLR2_AS | BLEND_C_CLR3)); bool clr_blend1_2 = (blend_flag & (BLEND_C_CLR1 | BLEND_C_CLR2_AF | BLEND_C_CLR2_AS)) - && (ALPHA.C != 1) // Make sure it isn't an Ad case + && (m_conf.ps.blend_c != 1) // Make sure it isn't an Ad case && !m_env.PABE.PABE // No PABE as it will require sw blending. && (m_env.COLCLAMP.CLAMP) // Let's add a colclamp check too, hw blend will clamp to 0-1. && !(m_conf.require_one_barrier || m_conf.require_full_barrier); // Also don't run if there are barriers present. @@ -609,10 +650,10 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) sw_blending |= true; [[fallthrough]]; case AccBlendLevel::Full: - sw_blending |= ALPHA.A != ALPHA.B && alpha_c0_high_max_one; + sw_blending |= m_conf.ps.blend_a != m_conf.ps.blend_b && alpha_c0_high_max_one; [[fallthrough]]; case AccBlendLevel::High: - sw_blending |= ALPHA.C == 1 || (ALPHA.A != ALPHA.B && alpha_c2_high_one); + sw_blending |= m_conf.ps.blend_c == 1 || (m_conf.ps.blend_a != m_conf.ps.blend_b && alpha_c2_high_one); [[fallthrough]]; case AccBlendLevel::Medium: // Initial idea was to enable accurate blending for sprite rendering to handle @@ -655,7 +696,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) } [[fallthrough]]; case AccBlendLevel::Full: - sw_blending |= ((ALPHA.C == 1 || (blend_mix && (alpha_c2_high_one || alpha_c0_high_max_one))) && (m_prim_overlap == PRIM_OVERLAP_NO)); + sw_blending |= ((m_conf.ps.blend_c == 1 || (blend_mix && (alpha_c2_high_one || alpha_c0_high_max_one))) && (m_prim_overlap == PRIM_OVERLAP_NO)); [[fallthrough]]; case AccBlendLevel::High: sw_blending |= (!(clr_blend || blend_mix) && (m_prim_overlap == PRIM_OVERLAP_NO)); @@ -695,7 +736,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) else free_colclip = blend_non_recursive; - GL_DBG("COLCLIP Info (Blending: %u/%u/%u/%u, OVERLAP: %d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D, m_prim_overlap); + GL_DBG("COLCLIP Info (Blending: %u/%u/%u/%u, OVERLAP: %d)", m_conf.ps.blend_a, m_conf.ps.blend_b, m_conf.ps.blend_c, m_conf.ps.blend_d, m_prim_overlap); if (color_dest_blend) { // No overflow, disable colclip. @@ -759,7 +800,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) m_conf.ps.pabe = !(accumulation_blend || blend_mix); } } - else if (ALPHA.A == 0 && ALPHA.B == 1 && ALPHA.C == 0 && ALPHA.D == 1) + else if (m_conf.ps.blend_a == 0 && m_conf.ps.blend_b == 1 && m_conf.ps.blend_c == 0 && m_conf.ps.blend_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 @@ -770,7 +811,8 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) // For stat to optimize accurate option #if 0 GL_INS("BLEND_INFO: %u/%u/%u/%u. Clamp:%u. Prim:%d number %u (drawlist %u) (sw %d)", - ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, m_drawlist.size(), sw_blending); + m_conf.ps.blend_a, m_conf.ps.blend_b, m_conf.ps.blend_c, m_conf.ps.blend_d, + m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, m_drawlist.size(), sw_blending); #endif if (color_dest_blend) { @@ -785,24 +827,9 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) } else if (sw_blending) { - m_conf.ps.blend_a = ALPHA.A; - m_conf.ps.blend_b = ALPHA.B; - m_conf.ps.blend_c = ALPHA.C; - m_conf.ps.blend_d = ALPHA.D; - - if (m_conf.ps.blend_a == m_conf.ps.blend_b) - { - // A == B - // (A - B) * C will be 0 so set A B to Cs, C to As - m_conf.ps.blend_a = 0; - m_conf.ps.blend_b = 0; - m_conf.ps.blend_c = 0; - } - else if (m_conf.ps.blend_c == 2) - { - // Require the fix alpha vlaue + // Require the fix alpha vlaue + if (m_conf.ps.blend_c == 2) m_conf.cb_ps.TA_MaxDepth_Af.a = static_cast(ALPHA.FIX) / 128.0f; - } if (accumulation_blend) { @@ -870,8 +897,12 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) } else { - // Care for clr_hw value, 6 is for hw/sw, sw blending used. + // No sw blending + m_conf.ps.blend_a = 0; + m_conf.ps.blend_b = 0; + m_conf.ps.blend_d = 0; + // Care for clr_hw value, 6 is for hw/sw, sw blending used. if (blend_flag & BLEND_C_CLR1) { if (blend_ad_alpha_masked) @@ -893,13 +924,13 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) m_conf.ps.clr_hw = 4; m_conf.require_one_barrier |= true; } - else if (ALPHA.C == 2) + else if (m_conf.ps.blend_c == 2) { m_conf.ps.blend_c = 2; m_conf.cb_ps.TA_MaxDepth_Af.a = static_cast(ALPHA.FIX) / 128.0f; m_conf.ps.clr_hw = 2; } - else // ALPHA.C == 0 + else // m_conf.ps.blend_c == 0 { m_conf.ps.blend_c = 0; m_conf.ps.clr_hw = 2; @@ -916,7 +947,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) m_conf.require_one_barrier |= true; } - if (m_conf.ps.dfmt == 1 && ALPHA.C == 1) + if (m_conf.ps.dfmt == 1 && m_conf.ps.blend_c == 1) { // 24 bits doesn't have an alpha channel so use 1.0f fix factor as equivalent const u8 hacked_blend_index = blend_index + 3; // +3 <=> +1 on C @@ -924,7 +955,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER) } else { - m_conf.blend = {blend_index, ALPHA.FIX, ALPHA.C == 2, false, false}; + m_conf.blend = {blend_index, ALPHA.FIX, m_conf.ps.blend_c == 2, false, false}; } }