GS-hw: Prefer sw blend for clr_blend1_2 on ultra blending.

Opengl/Vulkan: Prefer sw blend over hw for clr_blend1_2 on ultra blending, doing hw is less accurate and will introduce rounding issues.

Direct3D11: Prefer sw blend over hw for clr_blend1_2 only when primitives don't overlap.
This commit is contained in:
lightningterror 2022-02-18 15:35:55 +01:00
parent 06766ddb98
commit 816ee9e545
1 changed files with 7 additions and 2 deletions

View File

@ -579,7 +579,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER)
// BLEND_C_CLR1 with Ad, BLEND_C_CLR3 Cs > 0.5f will require sw blend.
// BLEND_C_CLR1 with As/F, BLEND_C_CLR2_AF, BLEND_C_CLR2_AS can be done in hw.
const bool clr_blend = !!(blend_flag & (BLEND_C_CLR1 | BLEND_C_CLR2_AF | BLEND_C_CLR2_AS | BLEND_C_CLR3));
const bool clr_blend1_2 = (blend_flag & (BLEND_C_CLR1 | BLEND_C_CLR2_AF | BLEND_C_CLR2_AS))
bool clr_blend1_2 = (blend_flag & (BLEND_C_CLR1 | BLEND_C_CLR2_AF | BLEND_C_CLR2_AS))
&& (ALPHA.C != 1) // Make sure it isn't an Ad case
&& !m_env.PABE.PABE // No PABE as it will require sw blending.
&& (m_env.COLCLAMP.CLAMP) // Let's add a colclamp check too, hw blend will clamp to 0-1.
@ -604,6 +604,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER)
switch (GSConfig.AccurateBlendingUnit)
{
case AccBlendLevel::Ultra:
clr_blend1_2 = false;
sw_blending |= true;
[[fallthrough]];
case AccBlendLevel::Full:
@ -644,7 +645,11 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER)
switch (GSConfig.AccurateBlendingUnit)
{
case AccBlendLevel::Ultra:
sw_blending |= (m_prim_overlap == PRIM_OVERLAP_NO);
if (m_prim_overlap == PRIM_OVERLAP_NO)
{
clr_blend1_2 = false;
sw_blending |= true;
}
[[fallthrough]];
case AccBlendLevel::Full:
sw_blending |= ((ALPHA.C == 1 || (blend_mix && (alpha_c2_high_one || alpha_c0_high_max_one))) && (m_prim_overlap == PRIM_OVERLAP_NO));