GS/HW: Cleanup EmulateBlending a bit more.

This commit is contained in:
lightningterror 2024-04-08 14:20:56 +02:00
parent 30f4e77b31
commit 9849992cfd
1 changed files with 3 additions and 11 deletions

View File

@ -3995,10 +3995,9 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
else
blend_ad_alpha_masked = false;
u8 blend_index = static_cast<u8>(((m_conf.ps.blend_a * 3 + m_conf.ps.blend_b) * 3 + m_conf.ps.blend_c) * 3 + m_conf.ps.blend_d);
const HWBlend blend_preliminary = GSDevice::GetBlend(blend_index);
const u8 blend_index = static_cast<u8>(((m_conf.ps.blend_a * 3 + m_conf.ps.blend_b) * 3 + m_conf.ps.blend_c) * 3 + m_conf.ps.blend_d);
HWBlend blend = GSDevice::GetBlend(blend_index);
const int blend_flag = blend_preliminary.flags;
const int blend_flag = blend.flags;
// Re set alpha, it was modified, must be done after index calculation
if (blend_ad_alpha_masked)
@ -4012,7 +4011,7 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
// If alpha == 1.0, almost everything is an accumulation blend!
// Ones that use (1 + Alpha) can't guarante the mixed sw+hw blending this enables will give an identical result to sw due to clamping
// But enable for everything else that involves dst color
if (alpha_one && (m_conf.ps.blend_a != m_conf.ps.blend_d) && blend_preliminary.dst != GSDevice::CONST_ZERO)
if (alpha_one && (m_conf.ps.blend_a != m_conf.ps.blend_d) && blend.dst != GSDevice::CONST_ZERO)
accumulation_blend = true;
// Blending doesn't require barrier, or sampling of the rt
@ -4210,7 +4209,6 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
if (m_draw_env->PABE.PABE && GetAlphaMinMax().min < 128)
{
// Breath of Fire Dragon Quarter, Strawberry Shortcake, Super Robot Wars, Cartoon Network Racing, Simple 2000 Series Vol.81, SOTC, Super Robot Wars.
if (sw_blending)
{
GL_INS("PABE mode ENABLED");
@ -4234,12 +4232,6 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
m_conf.ps.pabe = !(accumulation_blend || blend_mix);
}
}
else if (m_conf.ps.blend_a == 0 && m_conf.ps.blend_b == 1 && m_conf.ps.blend_c == 0 && m_conf.ps.blend_d == 1)
{
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
blend_index = 0;
}
}
if (color_dest_blend)