mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: optimize fbmask setup
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49b3acea72
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717f0fcb4d
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@ -282,38 +282,19 @@ bool GSRendererOGL::EmulateTextureShuffleAndFbmask(GSDeviceOGL::PSSelector& ps_s
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} else {
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ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
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om_csel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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GSVector4i fbmask_v = GSVector4i::load((int)m_context->FRAME.FBMSK);
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int ff_fbmask = fbmask_v.eq8(GSVector4i::xffffffff()).mask();
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int zero_fbmask = fbmask_v.eq8(GSVector4i::zero()).mask();
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{
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// FIXME GSVector will be nice here
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uint8 r_mask = (m_context->FRAME.FBMSK >> 0) & 0xFF;
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uint8 g_mask = (m_context->FRAME.FBMSK >> 8) & 0xFF;
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uint8 b_mask = (m_context->FRAME.FBMSK >> 16) & 0xFF;
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uint8 a_mask = (m_context->FRAME.FBMSK >> 24) & 0xFF;
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if (r_mask != 0 && r_mask != 0xFF) {
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ps_sel.fbmask = 1;
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}
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if (g_mask != 0 && g_mask != 0xFF) {
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ps_sel.fbmask = 1;
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}
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if (b_mask != 0 && b_mask != 0xFF) {
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ps_sel.fbmask = 1;
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}
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if (a_mask != 0 && a_mask != 0xFF) {
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ps_sel.fbmask = 1;
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}
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om_csel.wrgba = ~ff_fbmask; // Enable channel if at least 1 bit is 0
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if (ps_sel.fbmask && m_sw_blending) {
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GL_INS("FBMASK SW emulated fb_mask:%x on %d bits format", m_context->FRAME.FBMSK,
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(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32);
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ps_cb.FbMask.r = r_mask;
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ps_cb.FbMask.g = g_mask;
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ps_cb.FbMask.b = b_mask;
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ps_cb.FbMask.a = a_mask;
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require_barrier = true;
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} else {
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ps_sel.fbmask = 0;
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}
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ps_sel.fbmask = m_sw_blending && (~ff_fbmask & ~zero_fbmask & 0xF);
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if (ps_sel.fbmask) {
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GL_INS("FBMASK SW emulated fb_mask:%x on %d bits format", m_context->FRAME.FBMSK,
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(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt == 2) ? 16 : 32);
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ps_cb.FbMask = fbmask_v.u8to32();
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require_barrier = true;
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}
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}
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