mirror of https://github.com/PCSX2/pcsx2.git
GSdx-d3d: optimize colclip 0 port from OpenGL.
Commits:7979dec5b0
15b934eb2a
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d5700a8508
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@ -533,7 +533,16 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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bool colclip_wrap = m_env.COLCLAMP.CLAMP == 0 && !tex && PRIM->PRIM != GS_POINTLIST;
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bool colclip_wrap = m_env.COLCLAMP.CLAMP == 0 && !tex && PRIM->PRIM != GS_POINTLIST;
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if (colclip_wrap)
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if (colclip_wrap)
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{
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{
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m_ps_sel.colclip = 1;
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if ((m_context->ALPHA.A == m_context->ALPHA.B) || !om_bsel.abe) // Optimize-away colclip
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{
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// No addition neither substraction so no risk of overflow the [0:255] range.
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colclip_wrap = false;
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}
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else
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{
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m_ps_sel.colclip = 1;
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// 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);
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}
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}
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}
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m_ps_sel.clr1 = om_bsel.IsCLR1();
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m_ps_sel.clr1 = om_bsel.IsCLR1();
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