mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Make sure we don't multiply Cs if Ad is corrected.
Another potential to avoid copies.
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@ -930,7 +930,7 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
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Color.rgb = max((float3)0.0f, (Alpha - (float3)1.0f));
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Color.rgb *= (float3)255.0f;
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}
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else if (PS_BLEND_HW == 3)
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else if (PS_BLEND_HW == 3 && PS_RTA_CORRECTION == 0)
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{
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// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
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// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
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@ -910,7 +910,7 @@ float As = As_rgba.a;
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Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
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Color.rgb *= vec3(255.0f);
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#elif PS_BLEND_HW == 3
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#elif PS_BLEND_HW == 3 && PS_RTA_CORRECTION == 0
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// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
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// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
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// When any color channel is higher than 128 then adjust the compensation automatically
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@ -1163,7 +1163,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
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Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
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Color.rgb *= vec3(255.0f);
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#elif PS_BLEND_HW == 3
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#elif PS_BLEND_HW == 3 && PS_RTA_CORRECTION == 0
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// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
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// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
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// When any color channel is higher than 128 then adjust the compensation automatically
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@ -991,7 +991,7 @@ struct PSMain
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float Alpha = PS_BLEND_C == 2 ? cb.alpha_fix : As;
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Color.rgb = saturate(Alpha - 1.f) * 255.f;
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}
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else if (PS_BLEND_HW == 3)
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else if (PS_BLEND_HW == 3 && PS_RTA_CORRECTION == 0)
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{
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// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
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// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
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