mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: new hidden option accurate_blend = 2
Debug option to emulate all blending draw call in the shader Of course it is slow but it is very accurate
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@ -613,7 +613,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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// Compute the blending equation to detect special case
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int blend_sel = ((om_bsel.a * 3 + om_bsel.b) * 3 + om_bsel.c) * 3 + om_bsel.d;
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int bogus_blend = GSDeviceOGL::m_blendMapD3D9[blend_sel].bogus;
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bool sw_blending = (m_accurate_blend && (bogus_blend & A_MAX)) || (acc_colclip_wrap);
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bool sw_blending = (m_accurate_blend && (bogus_blend & A_MAX)) || acc_colclip_wrap || (m_accurate_blend > 1);
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if (sw_blending && om_bsel.abe) {
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GL_INS("!!! SW blending effect used (0x%x from sel %d) !!!", bogus_blend, blend_sel);
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@ -31,7 +31,7 @@ class GSRendererOGL : public GSRendererHW
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{
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private:
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GSVector2 m_pixelcenter;
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bool m_accurate_blend;
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int m_accurate_blend;
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bool m_accurate_date;
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bool m_accurate_colclip;
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