mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Don't enable fbmask on triangle primitives.
It is quite slow due to fb copy on d3d, add potential notes for future improvements so I don't forget what I wanted to do.
This commit is contained in:
parent
e72aa23436
commit
641df126c4
|
@ -289,7 +289,14 @@ void GSRendererDX11::EmulateTextureShuffleAndFbmask()
|
|||
|
||||
m_om_bsel.wrgba = ~ff_fbmask; // Enable channel if at least 1 bit is 0
|
||||
|
||||
m_ps_sel.fbmask = m_sw_blending && (~ff_fbmask & ~zero_fbmask & 0xF);
|
||||
// TO DO LIST:
|
||||
// Doing triangle class is slow on dx unlike on gl,
|
||||
// an idea would be to split fbmask in separate levels such as
|
||||
// 1 Basic level > fbmask when no text shuffle and no triangle class
|
||||
// 2 Medium level > enable fbmask when there is also text shuffle, triangle class still excluded
|
||||
// 3 High/Full level > enable fbmask on triangle class as well.
|
||||
// Selection for the level can be shared and maybe have d3d use it's own blend gui list.
|
||||
m_ps_sel.fbmask = m_sw_blending && (m_vt.m_primclass != GS_TRIANGLE_CLASS) && (~ff_fbmask & ~zero_fbmask & 0xF);
|
||||
|
||||
if (m_ps_sel.fbmask)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue