mirror of https://github.com/PCSX2/pcsx2.git
GS-hw: Rename PS_CLR_HW to PS_BLEND_HW shader macro.
This commit is contained in:
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1461a3f8d7
commit
62497b9300
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@ -30,7 +30,7 @@
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#define PS_ATST 1
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#define PS_FOG 0
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#define PS_IIP 0
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#define PS_CLR_HW 0
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#define PS_BLEND_HW 0
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#define PS_FBA 0
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#define PS_FBMASK 0
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#define PS_LTF 1
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@ -798,9 +798,9 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
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float3 D = (PS_BLEND_D == 0) ? Cs : ((PS_BLEND_D == 1) ? Cd : (float3)0.0f);
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// As/Af clamp alpha for Blend mix
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// We shouldn't clamp blend mix with clr1 as we want alpha higher
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// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
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float C_clamped = C;
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if (PS_BLEND_MIX > 0 && PS_CLR_HW != 1)
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if (PS_BLEND_MIX > 0 && PS_BLEND_HW != 1)
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C_clamped = min(C_clamped, 1.0f);
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if (PS_BLEND_A == PS_BLEND_B)
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@ -819,7 +819,7 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
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else
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Color.rgb = trunc(((A - B) * C) + D);
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if (PS_CLR_HW == 1)
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if (PS_BLEND_HW == 1)
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{
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// As or Af
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As_rgba.rgb = (float3)C;
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@ -831,7 +831,7 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
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float3 alpha_compensate = max((float3)1.0f, Color.rgb / (float3)255.0f);
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As_rgba.rgb -= alpha_compensate;
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}
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else if (PS_CLR_HW == 2 || PS_CLR_HW == 4)
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else if (PS_BLEND_HW == 2 || PS_BLEND_HW == 4)
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{
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// Compensate slightly for Cd*(As + 1) - Cs*As.
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// The initial factor we chose is 1 (0.00392)
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@ -841,7 +841,7 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
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float color_compensate = 1.0f * (C + 1.0f);
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Color.rgb -= (float3)color_compensate;
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}
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else if (PS_CLR_HW == 3 || PS_CLR_HW == 5)
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else if (PS_BLEND_HW == 3 || PS_BLEND_HW == 5)
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{
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// As, Ad or Af clamped.
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As_rgba.rgb = (float3)C_clamped;
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@ -854,13 +854,13 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
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}
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else
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{
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if (PS_CLR_HW == 1 || PS_CLR_HW == 5)
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if (PS_BLEND_HW == 1 || PS_BLEND_HW == 5)
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{
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// Needed for Cd * (As/Ad/F + 1) blending modes
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Color.rgb = (float3)255.0f;
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}
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else if (PS_CLR_HW == 2 || PS_CLR_HW == 4)
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else if (PS_BLEND_HW == 2 || PS_BLEND_HW == 4)
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{
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// Cd*As,Cd*Ad or Cd*F
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@ -869,7 +869,7 @@ 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_CLR_HW == 3)
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else if (PS_BLEND_HW == 3)
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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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@ -943,7 +943,7 @@ PS_OUTPUT ps_main(PS_INPUT input)
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}
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float4 alpha_blend;
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if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
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if (PS_BLEND_C == 1 && PS_BLEND_HW > 3)
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{
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float4 RT = trunc(RtTexture.Load(int3(input.p.xy, 0)) * 255.0f + 0.1f);
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alpha_blend = (float4)(RT.a / 128.0f);
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@ -21,7 +21,7 @@
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#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
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#define SW_BLEND_NEEDS_RT (SW_BLEND && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1))
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#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_CLR_HW > 3)
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#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_BLEND_HW > 3)
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#define PS_PRIMID_INIT (PS_DATE == 1 || PS_DATE == 2)
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#define NEEDS_RT_EARLY (PS_TEX_IS_FB == 1 || PS_DATE >= 5)
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#define NEEDS_RT (NEEDS_RT_EARLY || (!PS_PRIMID_INIT && (PS_FBMASK || SW_BLEND_NEEDS_RT || SW_AD_TO_HW)))
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@ -753,9 +753,9 @@ float As = As_rgba.a;
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#endif
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// As/Af clamp alpha for Blend mix
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// We shouldn't clamp blend mix with clr1 as we want alpha higher
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// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
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float C_clamped = C;
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#if PS_BLEND_MIX > 0 && PS_CLR_HW != 1
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#if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1
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C_clamped = min(C_clamped, 1.0f);
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#endif
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@ -776,7 +776,7 @@ float As = As_rgba.a;
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Color.rgb = trunc((A - B) * C + D);
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#endif
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#if PS_CLR_HW == 1
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#if PS_BLEND_HW == 1
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// As or Af
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As_rgba.rgb = vec3(C);
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// Subtract 1 for alpha to compensate for the changed equation,
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@ -786,7 +786,7 @@ float As = As_rgba.a;
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// changed alpha should only be done for hw blend.
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vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
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As_rgba.rgb -= alpha_compensate;
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#elif PS_CLR_HW == 2 || PS_CLR_HW == 4
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#elif PS_BLEND_HW == 2 || PS_BLEND_HW == 4
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// Compensate slightly for Cd*(As + 1) - Cs*As.
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// The initial factor we chose is 1 (0.00392)
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// as that is the minimum color Cd can be,
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@ -794,7 +794,7 @@ float As = As_rgba.a;
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// blended value it can be.
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float color_compensate = 1.0f * (C + 1.0f);
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Color.rgb -= vec3(color_compensate);
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#elif PS_CLR_HW == 3 || PS_CLR_HW == 5
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#elif PS_BLEND_HW == 3 || PS_BLEND_HW == 5
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// As, Ad or Af clamped.
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As_rgba.rgb = vec3(C_clamped);
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// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
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@ -806,9 +806,9 @@ float As = As_rgba.a;
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#else
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// Needed for Cd * (As/Ad/F + 1) blending modes
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#if PS_CLR_HW == 1 || PS_CLR_HW == 5
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#if PS_BLEND_HW == 1 || PS_BLEND_HW == 5
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Color.rgb = vec3(255.0f);
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#elif PS_CLR_HW == 2 || PS_CLR_HW == 4
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#elif PS_BLEND_HW == 2 || PS_BLEND_HW == 4
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// Cd*As,Cd*Ad or Cd*F
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#if PS_BLEND_C == 2
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@ -819,7 +819,7 @@ 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_CLR_HW == 3
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#elif PS_BLEND_HW == 3
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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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@ -320,7 +320,7 @@ void main()
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#define PS_TCC 1
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#define PS_ATST 1
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#define PS_FOG 0
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#define PS_CLR_HW 0
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#define PS_BLEND_HW 0
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#define PS_FBA 0
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#define PS_FBMASK 0
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#define PS_LTF 1
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@ -1072,9 +1072,9 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
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#endif
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// As/Af clamp alpha for Blend mix
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// We shouldn't clamp blend mix with clr1 as we want alpha higher
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// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
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float C_clamped = C;
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#if PS_BLEND_MIX > 0 && PS_CLR_HW != 1
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#if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1
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C_clamped = min(C_clamped, 1.0f);
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#endif
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@ -1095,7 +1095,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
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Color.rgb = trunc((A - B) * C + D);
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#endif
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#if PS_CLR_HW == 1
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#if PS_BLEND_HW == 1
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// As or Af
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As_rgba.rgb = vec3(C);
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// Subtract 1 for alpha to compensate for the changed equation,
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@ -1105,7 +1105,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
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// changed alpha should only be done for hw blend.
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vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
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As_rgba.rgb -= alpha_compensate;
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#elif PS_CLR_HW == 2 || PS_CLR_HW == 4
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#elif PS_BLEND_HW == 2 || PS_BLEND_HW == 4
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// Compensate slightly for Cd*(As + 1) - Cs*As.
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// The initial factor we chose is 1 (0.00392)
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// as that is the minimum color Cd can be,
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@ -1113,7 +1113,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
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// blended value it can be.
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float color_compensate = 1.0f * (C + 1.0f);
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Color.rgb -= vec3(color_compensate);
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#elif PS_CLR_HW == 3 || PS_CLR_HW == 5
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#elif PS_BLEND_HW == 3 || PS_BLEND_HW == 5
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// As, Ad or Af clamped.
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As_rgba.rgb = vec3(C_clamped);
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// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
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@ -1124,10 +1124,10 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
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#endif
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#else
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#if PS_CLR_HW == 1 || PS_CLR_HW == 5
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#if PS_BLEND_HW == 1 || PS_BLEND_HW == 5
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// Needed for Cd * (As/Ad/F + 1) blending modes
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Color.rgb = vec3(255.0f);
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#elif PS_CLR_HW == 2 || PS_CLR_HW == 4
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#elif PS_BLEND_HW == 2 || PS_BLEND_HW == 4
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// Cd*As,Cd*Ad or Cd*F
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#if PS_BLEND_C == 2
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@ -1138,7 +1138,7 @@ 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_CLR_HW == 3
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#elif PS_BLEND_HW == 3
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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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@ -1231,7 +1231,7 @@ void main()
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C.a = 128.0f;
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#endif
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#if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
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#if (PS_BLEND_C == 1 && PS_BLEND_HW > 3)
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vec4 RT = trunc(subpassLoad(RtSampler) * 255.0f + 0.1f);
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vec4 alpha_blend = vec4(RT.a / 128.0f);
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#else
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@ -152,7 +152,7 @@ void GSDevice11::SetupPS(const PSSelector& sel, const GSHWDrawConfig::PSConstant
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sm.AddMacro("PS_ATST", sel.atst);
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sm.AddMacro("PS_FOG", sel.fog);
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sm.AddMacro("PS_IIP", sel.iip);
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sm.AddMacro("PS_CLR_HW", sel.clr_hw);
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sm.AddMacro("PS_BLEND_HW", sel.clr_hw);
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sm.AddMacro("PS_FBA", sel.fba);
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sm.AddMacro("PS_FBMASK", sel.fbmask);
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sm.AddMacro("PS_LTF", sel.ltf);
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@ -1613,7 +1613,7 @@ const ID3DBlob* GSDevice12::GetTFXPixelShader(const GSHWDrawConfig::PSSelector&
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sm.AddMacro("PS_ATST", sel.atst);
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sm.AddMacro("PS_FOG", sel.fog);
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sm.AddMacro("PS_IIP", sel.iip);
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sm.AddMacro("PS_CLR_HW", sel.clr_hw);
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sm.AddMacro("PS_BLEND_HW", sel.clr_hw);
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sm.AddMacro("PS_FBA", sel.fba);
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sm.AddMacro("PS_FBMASK", sel.fbmask);
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sm.AddMacro("PS_LTF", sel.ltf);
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@ -1387,7 +1387,7 @@ void GSDeviceMTL::MRESetHWPipelineState(GSHWDrawConfig::VSSelector vssel, GSHWDr
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setFnConstantI(m_fn_constants, pssel.blend_b, GSMTLConstantIndex_PS_BLEND_B);
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setFnConstantI(m_fn_constants, pssel.blend_c, GSMTLConstantIndex_PS_BLEND_C);
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setFnConstantI(m_fn_constants, pssel.blend_d, GSMTLConstantIndex_PS_BLEND_D);
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setFnConstantI(m_fn_constants, pssel.clr_hw, GSMTLConstantIndex_PS_CLR_HW);
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setFnConstantI(m_fn_constants, pssel.clr_hw, GSMTLConstantIndex_PS_BLEND_HW);
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setFnConstantB(m_fn_constants, pssel.hdr, GSMTLConstantIndex_PS_HDR);
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setFnConstantB(m_fn_constants, pssel.colclip, GSMTLConstantIndex_PS_COLCLIP);
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setFnConstantI(m_fn_constants, pssel.blend_mix, GSMTLConstantIndex_PS_BLEND_MIX);
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@ -182,7 +182,7 @@ enum GSMTLFnConstants
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GSMTLConstantIndex_PS_BLEND_B,
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GSMTLConstantIndex_PS_BLEND_C,
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GSMTLConstantIndex_PS_BLEND_D,
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GSMTLConstantIndex_PS_CLR_HW,
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GSMTLConstantIndex_PS_BLEND_HW,
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GSMTLConstantIndex_PS_HDR,
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GSMTLConstantIndex_PS_COLCLIP,
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GSMTLConstantIndex_PS_BLEND_MIX,
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@ -49,7 +49,7 @@ constant uint PS_BLEND_A [[function_constant(GSMTLConstantIndex_PS_BL
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constant uint PS_BLEND_B [[function_constant(GSMTLConstantIndex_PS_BLEND_B)]];
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constant uint PS_BLEND_C [[function_constant(GSMTLConstantIndex_PS_BLEND_C)]];
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constant uint PS_BLEND_D [[function_constant(GSMTLConstantIndex_PS_BLEND_D)]];
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constant uint PS_CLR_HW [[function_constant(GSMTLConstantIndex_PS_CLR_HW)]];
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constant uint PS_BLEND_HW [[function_constant(GSMTLConstantIndex_PS_BLEND_HW)]];
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constant bool PS_HDR [[function_constant(GSMTLConstantIndex_PS_HDR)]];
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constant bool PS_COLCLIP [[function_constant(GSMTLConstantIndex_PS_COLCLIP)]];
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constant uint PS_BLEND_MIX [[function_constant(GSMTLConstantIndex_PS_BLEND_MIX)]];
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@ -95,7 +95,7 @@ constant bool PS_TEX_IS_COLOR = !PS_TEX_IS_DEPTH;
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constant bool PS_HAS_PALETTE = PS_PAL_FMT != 0 || (PS_CHANNEL >= 1 && PS_CHANNEL <= 5);
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constant bool NOT_IIP = !IIP;
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constant bool SW_BLEND = (PS_BLEND_A != PS_BLEND_B) || PS_BLEND_D;
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constant bool SW_AD_TO_HW = PS_BLEND_C == 1 && PS_CLR_HW > 3;
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constant bool SW_AD_TO_HW = PS_BLEND_C == 1 && PS_BLEND_HW > 3;
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constant bool NEEDS_RT_FOR_BLEND = (((PS_BLEND_A != PS_BLEND_B) && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1)) || PS_BLEND_D == 1 || SW_AD_TO_HW);
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constant bool NEEDS_RT_EARLY = PS_TEX_IS_FB || PS_DATE >= 5;
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constant bool NEEDS_RT = NEEDS_RT_EARLY || (!PS_PRIM_CHECKING_INIT && (PS_FBMASK || NEEDS_RT_FOR_BLEND));
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@ -858,9 +858,9 @@ struct PSMain
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float3 D = pick(PS_BLEND_D, Cs, Cd, float3(0.f));
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// As/Af clamp alpha for Blend mix
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// We shouldn't clamp blend mix with clr1 as we want alpha higher
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// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
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float C_clamped = C;
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if (PS_BLEND_MIX > 0 && PS_CLR_HW != 1)
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if (PS_BLEND_MIX > 0 && PS_BLEND_HW != 1)
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C_clamped = min(C_clamped, 1.f);
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if (PS_BLEND_A == PS_BLEND_B)
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@ -879,7 +879,7 @@ struct PSMain
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else
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Color.rgb = trunc((A - B) * C + D);
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if (PS_CLR_HW == 1)
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if (PS_BLEND_HW == 1)
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{
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// As or Af
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As_rgba.rgb = float3(C);
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@ -891,7 +891,7 @@ struct PSMain
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float3 alpha_compensate = max(float3(1.f), Color.rgb / float3(255.f));
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As_rgba.rgb -= alpha_compensate;
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}
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else if (PS_CLR_HW == 2 || PS_CLR_HW == 4)
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else if (PS_BLEND_HW == 2 || PS_BLEND_HW == 4)
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{
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// Compensate slightly for Cd*(As + 1) - Cs*As.
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// The initial factor we chose is 1 (0.00392)
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@ -901,7 +901,7 @@ struct PSMain
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float color_compensate = 1.f * (C + 1.f);
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Color.rgb -= float3(color_compensate);
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}
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else if (PS_CLR_HW == 3 || PS_CLR_HW == 5)
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else if (PS_BLEND_HW == 3 || PS_BLEND_HW == 5)
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{
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// As, Ad or Af clamped.
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As_rgba.rgb = float3(C_clamped);
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@ -915,16 +915,16 @@ struct PSMain
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else
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{
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// Needed for Cd * (As/Ad/F + 1) blending mdoes
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if (PS_CLR_HW == 1 || PS_CLR_HW == 5)
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if (PS_BLEND_HW == 1 || PS_BLEND_HW == 5)
|
||||
{
|
||||
Color.rgb = 255.f;
|
||||
}
|
||||
else if (PS_CLR_HW == 2 || PS_CLR_HW == 4)
|
||||
else if (PS_BLEND_HW == 2 || PS_BLEND_HW == 4)
|
||||
{
|
||||
float Alpha = PS_BLEND_C == 2 ? cb.alpha_fix : As;
|
||||
Color.rgb = saturate(Alpha - 1.f) * 255.f;
|
||||
}
|
||||
else if (PS_CLR_HW == 3)
|
||||
else if (PS_BLEND_HW == 3)
|
||||
{
|
||||
// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
|
||||
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
|
||||
|
|
|
@ -1044,7 +1044,7 @@ std::string GSDeviceOGL::GetPSSource(const PSSelector& sel)
|
|||
+ fmt::format("#define PS_TCC {}\n", sel.tcc)
|
||||
+ fmt::format("#define PS_ATST {}\n", sel.atst)
|
||||
+ fmt::format("#define PS_FOG {}\n", sel.fog)
|
||||
+ fmt::format("#define PS_CLR_HW {}\n", sel.clr_hw)
|
||||
+ fmt::format("#define PS_BLEND_HW {}\n", sel.clr_hw)
|
||||
+ fmt::format("#define PS_FBA {}\n", sel.fba)
|
||||
+ fmt::format("#define PS_LTF {}\n", sel.ltf)
|
||||
+ fmt::format("#define PS_AUTOMATIC_LOD {}\n", sel.automatic_lod)
|
||||
|
|
|
@ -2076,7 +2076,7 @@ VkShaderModule GSDeviceVK::GetTFXFragmentShader(const GSHWDrawConfig::PSSelector
|
|||
AddMacro(ss, "PS_TCC", sel.tcc);
|
||||
AddMacro(ss, "PS_ATST", sel.atst);
|
||||
AddMacro(ss, "PS_FOG", sel.fog);
|
||||
AddMacro(ss, "PS_CLR_HW", sel.clr_hw);
|
||||
AddMacro(ss, "PS_BLEND_HW", sel.clr_hw);
|
||||
AddMacro(ss, "PS_FBA", sel.fba);
|
||||
AddMacro(ss, "PS_LTF", sel.ltf);
|
||||
AddMacro(ss, "PS_AUTOMATIC_LOD", sel.automatic_lod);
|
||||
|
|
Loading…
Reference in New Issue