GS-hw: Allow to run clr_blend1 and clr_blend2 over sw blending.

As or F case only, no Ad.

Allow condition to run when there are no texture barriers (gl/vk),
or copying the fb (d3d11).
Run when colclamp is 1 as hw blend will clamp value to 0-1.
Check for texture barriers, don't run if any is enabled.
This commit is contained in:
lightningterror 2022-02-02 17:07:23 +01:00
parent ec7e8989a6
commit 9c00554118
1 changed files with 14 additions and 5 deletions
pcsx2/GS/Renderers/HW

View File

@ -565,6 +565,16 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER)
const bool alpha_c2_high_one = (ALPHA.C == 2 && ALPHA.FIX > 128u);
const bool alpha_c0_high_max_one = (ALPHA.C == 0 && GetAlphaMinMax().max > 128);
// Blend can be done on hw. As and F cases should be accurate.
// 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))
&& (ALPHA.C != 1) // Make sure it isn't an Ad case
&& (m_env.COLCLAMP.CLAMP) // Let's add a colclamp check too, hw blend will clamp to 0-1.
&& !(m_conf.require_one_barrier || m_conf.require_full_barrier); // Also don't run if there are barriers present.
const bool clr_blend3 = !!(blend_flag & BLEND_C_CLR3);
// Warning no break on purpose
// Note: the [[fallthrough]] attribute tell compilers not to complain about not having breaks.
bool sw_blending = false;
@ -602,6 +612,8 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER)
// If prims don't overlap prefer full sw blend on blend_ad_alpha_masked cases.
accumulation_blend &= !(m_conf.require_full_barrier || (blend_ad_alpha_masked && m_prim_overlap == PRIM_OVERLAP_NO));
sw_blending |= impossible_or_free_blend;
// Try to do hw blend for clr2 case.
sw_blending &= !clr_blend1_2;
// Do not run BLEND MIX if sw blending is already present, it's less accurate
blend_mix &= !sw_blending;
sw_blending |= blend_mix;
@ -612,11 +624,6 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER)
}
else
{
// Blend can be done on hw. As and F cases should be accurate.
// 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_blend3 = !!(blend_flag & BLEND_C_CLR3);
// FBMASK already reads the fb so it is safe to enable sw blend when there is no overlap.
const bool fbmask_no_overlap = m_conf.require_one_barrier && (m_prim_overlap == PRIM_OVERLAP_NO);
@ -645,6 +652,8 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER)
color_dest_blend &= !fbmask_no_overlap;
accumulation_blend &= !fbmask_no_overlap;
sw_blending |= accumulation_blend || blend_non_recursive || fbmask_no_overlap;
// Try to do hw blend for clr2 case.
sw_blending &= !clr_blend1_2;
// Do not run BLEND MIX if sw blending is already present, it's less accurate
blend_mix &= !sw_blending;
sw_blending |= blend_mix;