GS: Don't do blend_mix on HDR

This commit is contained in:
refractionpcsx2 2022-08-16 11:27:06 +01:00
parent 1b18e02fe0
commit 5447da0588
5 changed files with 5 additions and 4 deletions

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@ -743,7 +743,7 @@ void ps_color_clamp_wrap(inout float3 C)
C = clamp(C, (float3)0.0f, (float3)255.0f);
// In 16 bits format, only 5 bits of color are used. It impacts shadows computation of Castlevania
if (PS_DFMT == FMT_16 && (PS_HDR == 1 || PS_BLEND_MIX == 0))
if (PS_DFMT == FMT_16 && PS_BLEND_MIX == 0)
C = (float3)((int3)C & (int3)0xF8);
else if (PS_COLCLIP == 1 && PS_HDR == 0)
C = (float3)((int3)C & (int3)0xFF);

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@ -679,7 +679,7 @@ void ps_color_clamp_wrap(inout vec3 C)
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
// GS: Color = 1, Alpha = 255 => output 1
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
#if PS_DFMT == FMT_16 && (PS_HDR == 1 || PS_BLEND_MIX == 0)
#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
C = vec3(ivec3(C) & ivec3(0xF8));
#elif PS_COLCLIP == 1 && PS_HDR == 0

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@ -980,7 +980,7 @@ void ps_color_clamp_wrap(inout vec3 C)
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
// GS: Color = 1, Alpha = 255 => output 1
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
#if PS_DFMT == FMT_16 && (PS_HDR == 1 || PS_BLEND_MIX == 0)
#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
C = vec3(ivec3(C) & ivec3(0xF8));
#elif PS_COLCLIP == 1 && PS_HDR == 0

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@ -2612,6 +2612,7 @@ void GSRendererHW::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER, bool&
// A fast algo that requires 2 passes
GL_INS("COLCLIP Fast HDR mode ENABLED");
m_conf.ps.hdr = 1;
blend_mix = false;
sw_blending = true; // Enable sw blending for the HDR algo
}
else if (sw_blending)

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@ -708,7 +708,7 @@ struct PSMain
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
// GS: Color = 1, Alpha = 255 => output 1
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
if (PS_DFMT == FMT_16 && (PS_HDR || PS_BLEND_MIX == 0))
if (PS_DFMT == FMT_16 && PS_BLEND_MIX == 0)
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
C.rgb = float3(short3(C.rgb) & 0xF8);
else if (PS_COLCLIP && !PS_HDR)