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
This commit is contained in:
Gregory Hainaut 2015-06-03 09:56:07 +02:00
parent cd6c93cd9e
commit 3dd3bf6e2b
2 changed files with 2 additions and 2 deletions

View File

@ -613,7 +613,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
// Compute the blending equation to detect special case
int blend_sel = ((om_bsel.a * 3 + om_bsel.b) * 3 + om_bsel.c) * 3 + om_bsel.d;
int bogus_blend = GSDeviceOGL::m_blendMapD3D9[blend_sel].bogus;
bool sw_blending = (m_accurate_blend && (bogus_blend & A_MAX)) || (acc_colclip_wrap);
bool sw_blending = (m_accurate_blend && (bogus_blend & A_MAX)) || acc_colclip_wrap || (m_accurate_blend > 1);
if (sw_blending && om_bsel.abe) {
GL_INS("!!! SW blending effect used (0x%x from sel %d) !!!", bogus_blend, blend_sel);

View File

@ -31,7 +31,7 @@ class GSRendererOGL : public GSRendererHW
{
private:
GSVector2 m_pixelcenter;
bool m_accurate_blend;
int m_accurate_blend;
bool m_accurate_date;
bool m_accurate_colclip;