mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: use SW blending when no barrier is required
Speed penality is small (only GPU) but it is more accurate
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8c8fe633a5
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5c1b8986c6
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@ -417,7 +417,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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// Format of the output
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GIFRegALPHA ALPHA = context->ALPHA;
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const GIFRegALPHA& ALPHA = context->ALPHA;
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float afix = (float)context->ALPHA.FIX / 0x80;
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// Blend
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@ -452,16 +452,50 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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}
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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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// SW Blend is (nearly) free. Let's use it.
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int free_blend = m_sw_blending && ((blend_flag & NO_BAR) || (m_prim_overlap == PRIM_OVERLAP_NO));
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// Color clip
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bool colclip_wrap = env.COLCLAMP.CLAMP == 0 && !tex && PRIM->PRIM != GS_POINTLIST;
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bool acc_colclip_wrap = env.COLCLAMP.CLAMP == 0 && (m_sw_blending >= ACC_BLEND_CCLIP || free_blend);
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if ((ALPHA.A == ALPHA.B) || !om_bsel.abe) { // Optimize-away colclip
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// No addition neither substraction so no risk of overflow the [0:255] range.
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colclip_wrap = false;
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acc_colclip_wrap = false;
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}
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if (acc_colclip_wrap) {
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colclip_wrap = false;
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ps_sel.colclip = 3;
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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 if (colclip_wrap) {
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ps_sel.colclip = 1;
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GL_INS("COLCLIP ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
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}
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bool impossible_blend = m_sw_blending && (blend_flag & A_MAX);
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bool all_blend_sw = (m_sw_blending >= ACC_BLEND_ULTRA)
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|| (m_sw_blending >= ACC_BLEND_FULL && !( (ALPHA.A == ALPHA.B) || (ALPHA.C == 2 && afix <= 1.002f) ));
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bool sw_blending = free_blend // Free case
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|| impossible_blend || all_blend_sw // Impossible blend or all
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|| acc_colclip_wrap // accurate colclip
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|| ps_sel.fbmask; // accurate fbmask
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if (ps_sel.dfmt == 1) {
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if (ALPHA.C == 1) {
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if (ALPHA.C == 1 && !sw_blending) {
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// 24 bits no alpha channel so use 1.0f fix factor as equivalent
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ALPHA.C = 2;
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om_bsel.c = 2;
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afix = 1.0f;
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}
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// Disable writing of the alpha channel
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om_csel.wa = 0;
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}
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// DATE
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if (DATE) {
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if (GLLoader::found_GL_ARB_texture_barrier && (m_prim_overlap == PRIM_OVERLAP_NO)) {
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DATE_GL45 = true;
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@ -480,8 +514,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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}
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}
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// DATE
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if (DATE_GL45) {
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gl_TextureBarrier();
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dev->PSSetShaderResource(3, rt);
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@ -613,22 +645,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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om_dssel.date = 1;
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}
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bool colclip_wrap = env.COLCLAMP.CLAMP == 0 && !tex && PRIM->PRIM != GS_POINTLIST;
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bool acc_colclip_wrap = env.COLCLAMP.CLAMP == 0 && (m_sw_blending >= ACC_BLEND_CCLIP || (m_prim_overlap == PRIM_OVERLAP_NO));
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if ((ALPHA.A == ALPHA.B) || !om_bsel.abe) { // Optimize-away colclip
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// No addition neither substraction so no risk of overflow the [0:255] range.
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colclip_wrap = false;
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acc_colclip_wrap = false;
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}
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if (acc_colclip_wrap) {
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colclip_wrap = false;
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ps_sel.colclip = 3;
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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 if (colclip_wrap) {
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ps_sel.colclip = 1;
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GL_INS("COLCLIP ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
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}
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ps_sel.fba = context->FBA.FBA;
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if (PRIM->FGE)
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@ -764,19 +780,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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}
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// SW Blending
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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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bool impossible_blend = m_sw_blending && (blend_flag & A_MAX);
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bool all_blend_sw = (m_sw_blending >= ACC_BLEND_ULTRA)
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|| (m_sw_blending >= ACC_BLEND_FULL && !( (ALPHA.A == ALPHA.B) || (ALPHA.C == 2 && afix <= 1.002f) ));
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bool sw_blending = (m_prim_overlap == PRIM_OVERLAP_NO) // Free case
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|| impossible_blend || all_blend_sw // Impossible blend or all
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|| acc_colclip_wrap // accurate colclip
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|| ps_sel.fbmask; // accurate fbmask
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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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