GS/HW: Adjust blend mix for impossible blend.

Since we can't do Cd*(Alpha + 1) - Cs*Alpha in hw blend what we can do is adjust the Cs value that will be subtracted,
this way we can get a better result in hw blend. Result is still wrong but less wrong than before.
This commit is contained in:
lightningterror 2024-03-09 20:51:52 +01:00
parent a2a6a98635
commit a7c5eebf99
5 changed files with 29 additions and 33 deletions

View File

@ -862,7 +862,7 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
// As/Af clamp alpha for Blend mix // As/Af clamp alpha for Blend mix
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher // We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
float C_clamped = C; float C_clamped = C;
if (PS_BLEND_MIX > 0 && PS_BLEND_HW != 1) if (PS_BLEND_MIX > 0 && PS_BLEND_HW != 1 && PS_BLEND_HW != 2)
C_clamped = min(C_clamped, 1.0f); C_clamped = min(C_clamped, 1.0f);
if (PS_BLEND_A == PS_BLEND_B) if (PS_BLEND_A == PS_BLEND_B)
@ -895,13 +895,12 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
} }
else if (PS_BLEND_HW == 2) else if (PS_BLEND_HW == 2)
{ {
// Compensate slightly for Cd*(As + 1) - Cs*As. // Since we can't do Cd*(Alpha + 1) - Cs*Alpha in hw blend
// The initial factor we chose is 1 (0.00392) // what we can do is adjust the Cs value that will be
// as that is the minimum color Cd can be, // subtracted, this way we can get a better result in hw blend.
// then we multiply by alpha to get the minimum // Result is still wrong but less wrong than before.
// blended value it can be. float division_alpha = 1.0f + C;
float color_compensate = 1.0f * (C + 1.0f); Color.rgb /= (float3)division_alpha;
Color.rgb -= (float3)color_compensate;
} }
else if (PS_BLEND_HW == 3) else if (PS_BLEND_HW == 3)
{ {

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@ -844,7 +844,7 @@ float As = As_rgba.a;
// As/Af clamp alpha for Blend mix // As/Af clamp alpha for Blend mix
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher // We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
float C_clamped = C; float C_clamped = C;
#if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1 #if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1 && PS_BLEND_HW != 2
C_clamped = min(C_clamped, 1.0f); C_clamped = min(C_clamped, 1.0f);
#endif #endif
@ -876,13 +876,12 @@ float As = As_rgba.a;
vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f)); vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
As_rgba.rgb -= alpha_compensate; As_rgba.rgb -= alpha_compensate;
#elif PS_BLEND_HW == 2 #elif PS_BLEND_HW == 2
// Compensate slightly for Cd*(As + 1) - Cs*As. // Since we can't do Cd*(Alpha + 1) - Cs*Alpha in hw blend
// The initial factor we chose is 1 (0.00392) // what we can do is adjust the Cs value that will be
// as that is the minimum color Cd can be, // subtracted, this way we can get a better result in hw blend.
// then we multiply by alpha to get the minimum // Result is still wrong but less wrong than before.
// blended value it can be. float division_alpha = 1.0f + C;
float color_compensate = 1.0f * (C + 1.0f); Color.rgb /= vec3(division_alpha);
Color.rgb -= vec3(color_compensate);
#elif PS_BLEND_HW == 3 #elif PS_BLEND_HW == 3
// As, Ad or Af clamped. // As, Ad or Af clamped.
As_rgba.rgb = vec3(C_clamped); As_rgba.rgb = vec3(C_clamped);

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@ -1098,7 +1098,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
// As/Af clamp alpha for Blend mix // As/Af clamp alpha for Blend mix
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher // We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
float C_clamped = C; float C_clamped = C;
#if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1 #if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1 && PS_BLEND_HW != 2
C_clamped = min(C_clamped, 1.0f); C_clamped = min(C_clamped, 1.0f);
#endif #endif
@ -1130,13 +1130,12 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f)); vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
As_rgba.rgb -= alpha_compensate; As_rgba.rgb -= alpha_compensate;
#elif PS_BLEND_HW == 2 #elif PS_BLEND_HW == 2
// Compensate slightly for Cd*(As + 1) - Cs*As. // Since we can't do Cd*(Aalpha + 1) - Cs*Alpha in hw blend
// The initial factor we chose is 1 (0.00392) // what we can do is adjust the Cs value that will be
// as that is the minimum color Cd can be, // subtracted, this way we can get a better result in hw blend.
// then we multiply by alpha to get the minimum // Result is still wrong but less wrong than before.
// blended value it can be. float division_alpha = 1.0f + C;
float color_compensate = 1.0f * (C + 1.0f); Color.rgb /= vec3(division_alpha);
Color.rgb -= vec3(color_compensate);
#elif PS_BLEND_HW == 3 #elif PS_BLEND_HW == 3
// As, Ad or Af clamped. // As, Ad or Af clamped.
As_rgba.rgb = vec3(C_clamped); As_rgba.rgb = vec3(C_clamped);

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@ -927,7 +927,7 @@ struct PSMain
// As/Af clamp alpha for Blend mix // As/Af clamp alpha for Blend mix
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher // We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
float C_clamped = C; float C_clamped = C;
if (PS_BLEND_MIX > 0 && PS_BLEND_HW != 1) if (PS_BLEND_MIX > 0 && PS_BLEND_HW != 1 && PS_BLEND_HW != 2)
C_clamped = min(C_clamped, 1.f); C_clamped = min(C_clamped, 1.f);
if (PS_BLEND_A == PS_BLEND_B) if (PS_BLEND_A == PS_BLEND_B)
@ -960,13 +960,12 @@ struct PSMain
} }
else if (PS_BLEND_HW == 2) else if (PS_BLEND_HW == 2)
{ {
// Compensate slightly for Cd*(As + 1) - Cs*As. // Since we can't do Cd*(Alpha + 1) - Cs*Alpha in hw blend
// The initial factor we chose is 1 (0.00392) // what we can do is adjust the Cs value that will be
// as that is the minimum color Cd can be, // subtracted, this way we can get a better result in hw blend.
// then we multiply by alpha to get the minimum // Result is still wrong but less wrong than before.
// blended value it can be. float division_alpha = 1.f + C;
float color_compensate = 1.f * (C + 1.f); Color.rgb /= float3(division_alpha);
Color.rgb -= float3(color_compensate);
} }
else if (PS_BLEND_HW == 3) else if (PS_BLEND_HW == 3)
{ {

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@ -3,4 +3,4 @@
/// Version number for GS and other shaders. Increment whenever any of the contents of the /// Version number for GS and other shaders. Increment whenever any of the contents of the
/// shaders change, to invalidate the cache. /// shaders change, to invalidate the cache.
static constexpr u32 SHADER_CACHE_VERSION = 40; static constexpr u32 SHADER_CACHE_VERSION = 41;