mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: only enable accumulation hack in HDR algo
Goal is to reduce shader permutations and improve perf when sw blending is disabled
This commit is contained in:
parent
16c2baa0df
commit
29c97a9bf2
|
@ -516,7 +516,7 @@ void GSRendererOGL::EmulateBlending(bool DATE_GL42)
|
|||
// In order to keep it fast, let's limit it to smaller draw call.
|
||||
case ACC_BLEND_SPRITE: sw_blending |= m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 100;
|
||||
case ACC_BLEND_FREE: sw_blending |= impossible_or_free_blend;
|
||||
default: sw_blending |= accumulation_blend;
|
||||
default: /*sw_blending |= accumulation_blend*/;
|
||||
}
|
||||
// SW Blending
|
||||
// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
|
||||
|
@ -537,6 +537,7 @@ void GSRendererOGL::EmulateBlending(bool DATE_GL42)
|
|||
// A fast algo that requires 2 passes
|
||||
GL_INS("COLCLIP Fast HDR mode ENABLED");
|
||||
m_ps_sel.hdr = 1;
|
||||
sw_blending = true; // Enable sw blending for the HDR algo
|
||||
} else if (sw_blending) {
|
||||
// A slow algo that could requires several passes (barely used)
|
||||
GL_INS("COLCLIP SW ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
|
||||
|
|
Loading…
Reference in New Issue