gsdx-ogl: optimize Cs * As + Cd and Cs * Af + Cd blending

Basically the code does the alpha multiplication in the shader therefore
the blend unit only does a pure addition. This way the multiplication is
accurate and accurate_blending doesn't requires a costly barrier.

This code also avoid variable duplication to make the code more separated.
Hopefully blending can be done in a separated function

It is preliminary work to support fast color clipping with HDR

v2: fix assertion compilation failure

v3: fix regression in not accurate mode

v3: Cs * As/Af is not an accumulation

Those cases don't need the Cd addition and were already optimized anyway

Fix a regression on GoW2
This commit is contained in:
Gregory Hainaut 2015-07-22 09:17:48 +02:00
parent 12fdc37599
commit ae8df002af
6 changed files with 54 additions and 32 deletions

View File

@ -666,6 +666,7 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
+ format("#define PS_SHUFFLE %d\n", sel.shuffle)
+ format("#define PS_READ_BA %d\n", sel.read_ba)
+ format("#define PS_FBMASK %d\n", sel.fbmask)
+ format("#define PS_BLEND_ACCU %d\n", sel.blend_accu)
;
return m_shader->Compile("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, tfx_fs_all_glsl, macro);

View File

@ -355,6 +355,7 @@ class GSDeviceOGL : public GSDevice
uint32 blend_b:2;
uint32 blend_c:2;
uint32 blend_d:2;
uint32 blend_accu:1;
uint32 dfmt:2;
uint32 _free2:21;
@ -461,8 +462,10 @@ class GSDeviceOGL : public GSDevice
uint32 c:2;
uint32 d:2;
uint32 negative:1;
uint32 accu:1;
uint32 ps:1;
uint32 _free:22;
uint32 _free:20;
};
struct
@ -470,15 +473,16 @@ class GSDeviceOGL : public GSDevice
uint32 _abe:1;
uint32 abcd:8;
uint32 _negative:1;
uint32 _accu:1;
uint32 _ps:1;
uint32 _free2:22;
uint32 _free2:20;
};
uint32 key;
};
// FIXME is the & useful ?
operator uint32() {return key & 0x3ff;}
operator uint32() {return key;}
OMBlendSelector() : key(0) {}
@ -666,7 +670,7 @@ class GSDeviceOGL : public GSDevice
void SetupPS(PSSelector sel);
void SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb);
void SetupSampler(PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float afix, bool sw_blending = false);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float afix);
GLuint GetSamplerID(PSSamplerSelector ssel);
GLuint GetPaletteSamplerID();

View File

@ -452,8 +452,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
const GIFRegALPHA& ALPHA = context->ALPHA;
float afix = (float)context->ALPHA.FIX / 0x80;
bool sw_blending = false;
bool colclip_wrap = false;
if (!IsOpaque() && rt)
{
@ -471,7 +469,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
{
// 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
om_bsel.abe = 0;
}
else
@ -489,24 +486,34 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
int blend_sel = ((om_bsel.a * 3 + om_bsel.b) * 3 + om_bsel.c) * 3 + om_bsel.d;
int blend_flag = GSDeviceOGL::m_blendMapD3D9[blend_sel].bogus;
// SW Blend is (nearly) free. Let's use it.
int free_blend = m_sw_blending && ((blend_flag & NO_BAR) || (m_prim_overlap == PRIM_OVERLAP_NO));
bool free_blend = (blend_flag & NO_BAR) || (m_prim_overlap == PRIM_OVERLAP_NO);
// We really need SW blending for this one, barely used
bool impossible_blend = (blend_flag & A_MAX);
// Do the multiplication in shader for blending accumulation: Cs*As + Cd or Cs*Af + Cd
ps_sel.blend_accu = m_sw_blending && ALPHA.A == 0 && ALPHA.B == 2 && ALPHA.C != 1 && ALPHA.D == 1;
om_bsel.accu = ps_sel.blend_accu;
bool sw_blending_base = m_sw_blending && (free_blend || impossible_blend /*|| ps_sel.blend_accu*/);
// Color clip
bool acc_colclip_wrap = false;
bool acc_colclip_wrap = false;
if (env.COLCLAMP.CLAMP == 0) {
colclip_wrap = !tex && PRIM->PRIM != GS_POINTLIST;
acc_colclip_wrap = (m_sw_blending >= ACC_BLEND_CCLIP || free_blend);
// Not supported yet in colclip
om_bsel.accu = ps_sel.blend_accu = 0;
acc_colclip_wrap = (m_sw_blending >= ACC_BLEND_CCLIP || sw_blending_base);
if (acc_colclip_wrap) {
colclip_wrap = false;
ps_sel.colclip = 3;
GL_INS("COLCLIP SW ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
} else if (colclip_wrap) {
} else if (!PRIM->TME && PRIM->PRIM != GS_POINTLIST) {
// Standard (inaccurate) colclip
ps_sel.colclip = 1;
GL_INS("COLCLIP ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
}
} else {
sw_blending_base |= m_sw_blending && ps_sel.blend_accu;
}
bool impossible_blend = m_sw_blending && (blend_flag & A_MAX);
bool all_blend_sw;
switch (m_sw_blending) {
case ACC_BLEND_ULTRA: all_blend_sw = true; break;
@ -516,8 +523,8 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
default: all_blend_sw = false; break;
}
sw_blending = free_blend // Free case
|| impossible_blend || all_blend_sw // Impossible blend or all
bool sw_blending = sw_blending_base // Free case or Impossible blend
|| all_blend_sw // all blend
|| acc_colclip_wrap // accurate colclip
|| ps_sel.fbmask; // accurate fbmask
@ -536,6 +543,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
#endif
if (sw_blending && om_bsel.abe) {
// select a shader that support blending
om_bsel.ps = 1;
ps_sel.blend_a = om_bsel.a;
ps_sel.blend_b = om_bsel.b;
ps_sel.blend_c = om_bsel.c;
@ -549,18 +557,18 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
}
// No need to flush for every primitive
require_barrier |= !(blend_flag & NO_BAR);
require_barrier |= !(blend_flag & NO_BAR) && !ps_sel.blend_accu;
} else {
ps_sel.clr1 = om_bsel.IsCLR1();
if (ps_sel.dfmt == 1 && ALPHA.C == 1) {
// 24 bits doesn't have an alpha channel so use 1.0f fix factor as equivalent
om_bsel.c = 2;
afix = 1.0f;
}
}
}
if (ps_sel.dfmt == 1) {
if (ALPHA.C == 1 && !sw_blending) {
// 24 bits doesn't have an alpha channel so use 1.0f fix factor as equivalent
om_bsel.c = 2;
afix = 1.0f;
}
// Disable writing of the alpha channel
om_csel.wa = 0;
}
@ -864,7 +872,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
GL_POP();
dev->OMSetColorMaskState(om_csel);
dev->SetupOM(om_dssel, om_bsel, afix, sw_blending);
dev->SetupOM(om_dssel, om_bsel, afix);
dev->SetupCB(&vs_cb, &ps_cb);
@ -907,9 +915,9 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
{
SendDraw(require_barrier);
if (colclip_wrap)
if (ps_sel.colclip == 1)
{
ASSERT(!sw_blending);
ASSERT(!om_bsel.ps);
GL_PUSH("COLCLIP");
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
@ -963,13 +971,13 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
om_csel.wa = a;
dev->OMSetColorMaskState(om_csel);
dev->SetupOM(om_dssel, om_bsel, afix, sw_blending);
dev->SetupOM(om_dssel, om_bsel, afix);
SendDraw(require_barrier);
if (colclip_wrap)
if (ps_sel.colclip == 1)
{
ASSERT(!sw_blending);
ASSERT(!om_bsel.ps);
GL_PUSH("COLCLIP");
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
GSDeviceOGL::PSSelector ps_selneg(ps_sel);

View File

@ -104,7 +104,10 @@ GSBlendStateOGL* GSDeviceOGL::CreateBlend(OMBlendSelector bsel, float afix)
{
int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, m_blendMapD3D9[i].dst);
if (bsel.accu)
bs->SetRGB(GL_FUNC_ADD, GL_ONE, GL_ONE);
else
bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, m_blendMapD3D9[i].dst);
if (m_blendMapD3D9[i].bogus & A_MAX) {
if (!theApp.GetConfig("accurate_blending_unit", 1)) {
@ -187,13 +190,13 @@ GLuint GSDeviceOGL::GetPaletteSamplerID()
return m_palette_ss;
}
void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float afix, bool sw_blending)
void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float afix)
{
GSDepthStencilOGL* dss = m_om_dss[dssel];
OMSetDepthStencilState(dss, 1);
if (sw_blending) {
if (bsel.ps && !bsel.accu) {
if (GLState::blend) {
GLState::blend = false;
glDisable(GL_BLEND);

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@ -453,6 +453,9 @@ void ps_blend(inout vec4 Color, float As)
#if PS_BLEND_A == PS_BLEND_B
Color.rgb = D;
#elif PS_BLEND_ACCU == 1
// The D addition will be done in the blending unit
Color.rgb = trunc(A * C);
#else
Color.rgb = trunc((A - B) * C + D);
#endif

View File

@ -1316,6 +1316,9 @@ static const char* tfx_fs_all_glsl =
"\n"
"#if PS_BLEND_A == PS_BLEND_B\n"
" Color.rgb = D;\n"
"#elif PS_BLEND_ACCU == 1\n"
" // The D addition will be done in the blending unit\n"
" Color.rgb = trunc(A * C);\n"
"#else\n"
" Color.rgb = trunc((A - B) * C + D);\n"
"#endif\n"