mirror of https://github.com/PCSX2/pcsx2.git
GSdx-d3d: optimize colclip 0 port from OpenGL.
Commits:7979dec5b0
15b934eb2a
This commit is contained in:
parent
d5700a8508
commit
379d9e4b88
|
@ -533,7 +533,16 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
|
|||
bool colclip_wrap = m_env.COLCLAMP.CLAMP == 0 && !tex && PRIM->PRIM != GS_POINTLIST;
|
||||
if (colclip_wrap)
|
||||
{
|
||||
m_ps_sel.colclip = 1;
|
||||
if ((m_context->ALPHA.A == m_context->ALPHA.B) || !om_bsel.abe) // Optimize-away colclip
|
||||
{
|
||||
// No addition neither substraction so no risk of overflow the [0:255] range.
|
||||
colclip_wrap = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ps_sel.colclip = 1;
|
||||
// fprintf(stderr, "COLCLIP ENABLED (blending is %d/%d/%d/%d)\n", m_context->ALPHA.A, m_context->ALPHA.B, m_context->ALPHA.C, m_context->ALPHA.D);
|
||||
}
|
||||
}
|
||||
|
||||
m_ps_sel.clr1 = om_bsel.IsCLR1();
|
||||
|
|
Loading…
Reference in New Issue