mirror of https://github.com/PCSX2/pcsx2.git
GS-hw: Remove remaining 24bit destination checks for Ad.
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cb2a21ef19
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@ -890,7 +890,7 @@ PS_OUTPUT ps_main(PS_INPUT input)
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if (PS_BLEND_C == 1 && PS_CLR_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 = (PS_DFMT == FMT_24) ? 1.0f : RT.a / 128.0f;
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alpha_blend = RT.a / 128.0f;
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}
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else
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{
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@ -938,7 +938,7 @@ void ps_main()
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#else
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vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);
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#endif
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float alpha_blend = (PS_DFMT == FMT_24) ? 1.0f : RT.a / 128.0f;
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float alpha_blend = RT.a / 128.0f;
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#else
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float alpha_blend = C.a / 128.0f;
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#endif
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@ -1194,7 +1194,7 @@ void main()
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#if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
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vec4 RT = trunc(subpassLoad(RtSampler) * 255.0f + 0.1f);
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float alpha_blend = (PS_DFMT == FMT_24) ? 1.0f : RT.a / 128.0f;
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float alpha_blend = RT.a / 128.0f;
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#else
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float alpha_blend = C.a / 128.0f;
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#endif
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@ -941,7 +941,7 @@ struct PSMain
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C.a = 128.0f;
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}
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float alpha_blend = SW_AD_TO_HW ? (PS_DFMT == FMT_24 ? 1.f : trunc(current_color.a * 255.5f) / 128.f) : (C.a / 128.f);
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float alpha_blend = SW_AD_TO_HW ? (trunc(current_color.a * 255.5f) / 128.f) : (C.a / 128.f);
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if (PS_DFMT == FMT_16)
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{
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