mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: blend management cleanup
* reorder the blend function * remove OM bsel object * add a bit to support pabe (miss the glsl part)
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4d12410707
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5b57405517
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@ -353,7 +353,6 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
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ASSERT(sizeof(PSSamplerSelector) == 4);
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ASSERT(sizeof(OMDepthStencilSelector) == 4);
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ASSERT(sizeof(OMColorMaskSelector) == 4);
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ASSERT(sizeof(OMBlendSelector) == 4);
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return true;
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}
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@ -663,6 +662,7 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
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+ format("#define PS_WRITE_RG %d\n", sel.write_rg)
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+ format("#define PS_FBMASK %d\n", sel.fbmask)
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+ format("#define PS_HDR %d\n", sel.hdr)
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+ format("#define PS_PABE %d\n", sel.pabe);
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;
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return m_shader->Compile("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, tfx_fs_all_glsl, macro);
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@ -285,6 +285,7 @@ class GSDeviceOGL : public GSDevice
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uint32 blend_c:2;
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uint32 blend_d:2;
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uint32 clr1:1; // useful?
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uint32 pabe:1;
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uint32 hdr:1;
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uint32 colclip:1;
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@ -292,7 +293,7 @@ class GSDeviceOGL : public GSDevice
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uint32 tcoffsethack:1;
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//uint32 point_sampler:1; Not tested, so keep the bit for blend
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uint32 _free2:20;
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uint32 _free2:19;
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};
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uint64 key;
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@ -378,42 +379,6 @@ class GSDeviceOGL : public GSDevice
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OMColorMaskSelector(uint32 c) { wrgba = c; }
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};
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struct OMBlendSelector
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{
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union
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{
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struct
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{
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uint32 abe:1;
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uint32 a:2;
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uint32 b:2;
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uint32 c:2;
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uint32 d:2;
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uint32 _free:23;
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};
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struct
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{
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uint32 _abe:1;
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uint32 abcd:8;
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uint32 _free2:23;
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};
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uint32 key;
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};
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operator uint32() {return key;}
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OMBlendSelector() : key(0) {}
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bool IsCLR1() const
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{
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return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
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}
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};
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struct D3D9Blend {int bogus, op, src, dst;};
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static const D3D9Blend m_blendMapD3D9[3*3*3*3 + 1];
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static const int m_NO_BLEND;
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@ -303,91 +303,74 @@ bool GSRendererOGL::EmulateTextureShuffleAndFbmask(GSDeviceOGL::PSSelector& ps_s
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bool GSRendererOGL::EmulateBlending(GSDeviceOGL::PSSelector& ps_sel, bool DATE_GL42)
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{
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GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
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const GIFRegALPHA& ALPHA = m_context->ALPHA;
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bool require_barrier = false;
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GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
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bool sw_blending = false;
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float afix = (float)m_context->ALPHA.FIX / 0x80;
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GSDeviceOGL::OMBlendSelector om_bsel;
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om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
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om_bsel.a = ALPHA.A;
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om_bsel.b = ALPHA.B;
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om_bsel.c = ALPHA.C;
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om_bsel.d = ALPHA.D;
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// No blending so early exit
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if (!(PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS)) {
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#ifdef ENABLE_OGL_DEBUG
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if (m_env.PABE.PABE) {
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GL_INS("!!! ENV PABE without ABE !!!");
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}
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#endif
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dev->OMSetBlendState();
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return false;
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}
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if (m_env.PABE.PABE)
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{
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GL_INS("!!! ENV PABE not supported !!!");
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// FIXME it could be supported with SW blending!
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if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
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{
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// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
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// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
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om_bsel.abe = 0;
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if (m_sw_blending >= ACC_BLEND_CCLIP_DALPHA) {
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ps_sel.pabe = 1;
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require_barrier |= (ALPHA.C == 1);
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sw_blending = true;
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}
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else
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{
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//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
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//ASSERT(0);
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}
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}
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// No blending so early exit
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if (!om_bsel.abe) {
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dev->OMSetBlendState();
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return require_barrier;
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//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
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//ASSERT(0);
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}
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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 blend_flag = GSDeviceOGL::m_blendMapD3D9[blend_sel].bogus;
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int blend_index = ((ALPHA.A * 3 + ALPHA.B) * 3 + ALPHA.C) * 3 + ALPHA.D;
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int blend_flag = GSDeviceOGL::m_blendMapD3D9[blend_index].bogus;
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// SW Blend is (nearly) free. Let's use it.
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bool free_blend = (blend_flag & BLEND_NO_BAR) || (m_prim_overlap == PRIM_OVERLAP_NO);
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// We really need SW blending for this one, barely used
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bool impossible_blend = (blend_flag & BLEND_A_MAX);
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bool impossible_or_free_blend = (blend_flag & (BLEND_NO_BAR|BLEND_A_MAX|BLEND_ACCU))
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|| (m_prim_overlap == PRIM_OVERLAP_NO);
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// Do the multiplication in shader for blending accumulation: Cs*As + Cd or Cs*Af + Cd
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bool accumulation_blend = (blend_flag & BLEND_ACCU);
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bool sw_blending_base = m_sw_blending && (free_blend || impossible_blend);
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// Warning no break on purpose
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switch (m_sw_blending) {
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case ACC_BLEND_ULTRA: sw_blending |= true;
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case ACC_BLEND_FULL: sw_blending |= !( (ALPHA.A == ALPHA.B) || (ALPHA.C == 2 && ALPHA.FIX <= 128u) );
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case ACC_BLEND_CCLIP_DALPHA: sw_blending |= (ALPHA.C == 1) || (m_env.COLCLAMP.CLAMP == 0);
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case ACC_BLEND_SPRITE: sw_blending |= m_vt.m_primclass == GS_SPRITE_CLASS;
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case ACC_BLEND_FREE: sw_blending |= ps_sel.fbmask || impossible_or_free_blend;
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default: sw_blending |= accumulation_blend;
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}
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// SW Blending
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// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
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// that write the bad alpha value. Sw blending will force the draw to run primitive by primitive
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// (therefore primitiveID will be constant to 1)
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sw_blending &= !DATE_GL42;
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// Color clip
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if (m_env.COLCLAMP.CLAMP == 0) {
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if (accumulation_blend) {
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ps_sel.hdr = 1;
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GL_INS("COLCLIP Fast HDR mode ENABLED");
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} else if (m_sw_blending >= ACC_BLEND_CCLIP_DALPHA || sw_blending_base) {
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} else if (sw_blending) {
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ps_sel.colclip = 1;
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sw_blending_base = true;
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GL_INS("COLCLIP SW ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
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} else {
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GL_INS("Sorry colclip isn't supported");
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}
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}
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// Note: Option is duplicated, one impact the blend unit / the other the shader.
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sw_blending_base |= accumulation_blend;
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// Warning no break on purpose
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bool sw_blending_adv = false;
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switch (m_sw_blending) {
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case ACC_BLEND_ULTRA: sw_blending_adv |= true;
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case ACC_BLEND_FULL: sw_blending_adv |= !( (ALPHA.A == ALPHA.B) || (ALPHA.C == 2 && afix <= 1.002f) );
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case ACC_BLEND_CCLIP_DALPHA: sw_blending_adv |= (ALPHA.C == 1);
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case ACC_BLEND_SPRITE: sw_blending_adv |= m_vt.m_primclass == GS_SPRITE_CLASS;
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default: break;
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}
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bool sw_blending = sw_blending_base // Free case or Impossible blend
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|| sw_blending_adv // complex blending case (for special effect)
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|| ps_sel.fbmask; // accurate fbmask
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// SW Blending
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// GL42 interact very badly with sw blending. GL42 uses the primitiveID to find the primitive
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// that write the bad alpha value. Sw blending will force the draw to run primitive by primitive
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// (therefore primitiveID will be constant to 1)
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sw_blending &= !DATE_GL42;
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// Seriously don't expect me to support this kind of crazyness.
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// No mix of COLCLIP + accumulation_blend + DATE GL42
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// Neither fbmask and GL42
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@ -397,18 +380,17 @@ bool GSRendererOGL::EmulateBlending(GSDeviceOGL::PSSelector& ps_sel, bool DATE_G
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// For stat to optimize accurate option
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#if 0
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GL_INS("BLEND_INFO: %d/%d/%d/%d. Clamp:%d. Prim:%d number %d (sw %d)",
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om_bsel.a, om_bsel.b, om_bsel.c, om_bsel.d, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, sw_blending);
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ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D, m_env.COLCLAMP.CLAMP, m_vt.m_primclass, m_vertex.next, sw_blending);
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#endif
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if (sw_blending) {
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ps_sel.blend_a = om_bsel.a;
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ps_sel.blend_b = om_bsel.b;
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ps_sel.blend_c = om_bsel.c;
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ps_sel.blend_d = om_bsel.d;
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ps_sel.blend_a = ALPHA.A;
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ps_sel.blend_b = ALPHA.B;
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ps_sel.blend_c = ALPHA.C;
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ps_sel.blend_d = ALPHA.D;
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if (accumulation_blend) {
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// Keep HW blending to do the addition
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dev->OMSetBlendState(blend_sel);
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om_bsel.abe = 1;
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dev->OMSetBlendState(blend_index);
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// Remove the addition from the SW blending
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ps_sel.blend_d = 2;
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} else {
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@ -424,13 +406,13 @@ bool GSRendererOGL::EmulateBlending(GSDeviceOGL::PSSelector& ps_sel, bool DATE_G
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// No need to flush for every primitive
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require_barrier |= !(blend_flag & BLEND_NO_BAR) && !accumulation_blend;
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} else {
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ps_sel.clr1 = om_bsel.IsCLR1();
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ps_sel.clr1 = (blend_flag & BLEND_C_CLR);
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if (ps_sel.dfmt == 1 && ALPHA.C == 1) {
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// 24 bits doesn't have an alpha channel so use 1.0f fix factor as equivalent
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int hacked_blend_sel = blend_sel + 3; // +3 <=> +1 on C
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dev->OMSetBlendState(hacked_blend_sel, 1.0f, true);
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int hacked_blend_index = blend_index + 3; // +3 <=> +1 on C
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dev->OMSetBlendState(hacked_blend_index, 1.0f, true);
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} else {
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dev->OMSetBlendState(blend_sel, afix, (ALPHA.C == 2));
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dev->OMSetBlendState(blend_index, afix, (ALPHA.C == 2));
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}
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}
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