mirror of https://github.com/PCSX2/pcsx2.git
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
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12fdc37599
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@ -666,6 +666,7 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
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+ format("#define PS_SHUFFLE %d\n", sel.shuffle)
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+ format("#define PS_READ_BA %d\n", sel.read_ba)
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+ format("#define PS_FBMASK %d\n", sel.fbmask)
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+ format("#define PS_BLEND_ACCU %d\n", sel.blend_accu)
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;
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return m_shader->Compile("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, tfx_fs_all_glsl, macro);
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@ -355,6 +355,7 @@ class GSDeviceOGL : public GSDevice
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uint32 blend_b:2;
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uint32 blend_c:2;
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uint32 blend_d:2;
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uint32 blend_accu:1;
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uint32 dfmt:2;
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uint32 _free2:21;
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@ -461,8 +462,10 @@ class GSDeviceOGL : public GSDevice
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uint32 c:2;
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uint32 d:2;
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uint32 negative:1;
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uint32 accu:1;
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uint32 ps:1;
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uint32 _free:22;
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uint32 _free:20;
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};
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struct
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@ -470,15 +473,16 @@ class GSDeviceOGL : public GSDevice
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uint32 _abe:1;
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uint32 abcd:8;
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uint32 _negative:1;
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uint32 _accu:1;
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uint32 _ps:1;
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uint32 _free2:22;
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uint32 _free2:20;
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};
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uint32 key;
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};
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// FIXME is the & useful ?
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operator uint32() {return key & 0x3ff;}
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operator uint32() {return key;}
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OMBlendSelector() : key(0) {}
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@ -666,7 +670,7 @@ class GSDeviceOGL : public GSDevice
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void SetupPS(PSSelector sel);
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void SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb);
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void SetupSampler(PSSamplerSelector ssel);
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void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float afix, bool sw_blending = false);
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void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float afix);
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GLuint GetSamplerID(PSSamplerSelector ssel);
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GLuint GetPaletteSamplerID();
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@ -452,8 +452,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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const GIFRegALPHA& ALPHA = context->ALPHA;
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float afix = (float)context->ALPHA.FIX / 0x80;
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bool sw_blending = false;
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bool colclip_wrap = false;
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if (!IsOpaque() && rt)
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{
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@ -471,7 +469,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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{
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// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
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// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
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om_bsel.abe = 0;
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}
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else
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@ -489,24 +486,34 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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int blend_sel = ((om_bsel.a * 3 + om_bsel.b) * 3 + om_bsel.c) * 3 + om_bsel.d;
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int blend_flag = GSDeviceOGL::m_blendMapD3D9[blend_sel].bogus;
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// SW Blend is (nearly) free. Let's use it.
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int free_blend = m_sw_blending && ((blend_flag & NO_BAR) || (m_prim_overlap == PRIM_OVERLAP_NO));
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bool free_blend = (blend_flag & NO_BAR) || (m_prim_overlap == PRIM_OVERLAP_NO);
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// We really need SW blending for this one, barely used
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bool impossible_blend = (blend_flag & A_MAX);
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// Do the multiplication in shader for blending accumulation: Cs*As + Cd or Cs*Af + Cd
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ps_sel.blend_accu = m_sw_blending && ALPHA.A == 0 && ALPHA.B == 2 && ALPHA.C != 1 && ALPHA.D == 1;
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om_bsel.accu = ps_sel.blend_accu;
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bool sw_blending_base = m_sw_blending && (free_blend || impossible_blend /*|| ps_sel.blend_accu*/);
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// Color clip
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bool acc_colclip_wrap = false;
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if (env.COLCLAMP.CLAMP == 0) {
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colclip_wrap = !tex && PRIM->PRIM != GS_POINTLIST;
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acc_colclip_wrap = (m_sw_blending >= ACC_BLEND_CCLIP || free_blend);
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// Not supported yet in colclip
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om_bsel.accu = ps_sel.blend_accu = 0;
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acc_colclip_wrap = (m_sw_blending >= ACC_BLEND_CCLIP || sw_blending_base);
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if (acc_colclip_wrap) {
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colclip_wrap = false;
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ps_sel.colclip = 3;
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GL_INS("COLCLIP SW ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
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} else if (colclip_wrap) {
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} else if (!PRIM->TME && PRIM->PRIM != GS_POINTLIST) {
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// Standard (inaccurate) colclip
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ps_sel.colclip = 1;
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GL_INS("COLCLIP ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
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}
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} else {
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sw_blending_base |= m_sw_blending && ps_sel.blend_accu;
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}
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bool impossible_blend = m_sw_blending && (blend_flag & A_MAX);
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bool all_blend_sw;
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switch (m_sw_blending) {
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case ACC_BLEND_ULTRA: all_blend_sw = true; break;
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@ -516,8 +523,8 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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default: all_blend_sw = false; break;
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}
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sw_blending = free_blend // Free case
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|| impossible_blend || all_blend_sw // Impossible blend or all
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bool sw_blending = sw_blending_base // Free case or Impossible blend
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|| all_blend_sw // all blend
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|| acc_colclip_wrap // accurate colclip
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|| ps_sel.fbmask; // accurate fbmask
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@ -536,6 +543,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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#endif
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if (sw_blending && om_bsel.abe) {
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// select a shader that support blending
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om_bsel.ps = 1;
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ps_sel.blend_a = om_bsel.a;
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ps_sel.blend_b = om_bsel.b;
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ps_sel.blend_c = om_bsel.c;
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@ -549,18 +557,18 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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}
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// No need to flush for every primitive
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require_barrier |= !(blend_flag & NO_BAR);
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require_barrier |= !(blend_flag & NO_BAR) && !ps_sel.blend_accu;
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} else {
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ps_sel.clr1 = om_bsel.IsCLR1();
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}
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}
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if (ps_sel.dfmt == 1) {
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if (ALPHA.C == 1 && !sw_blending) {
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if (ps_sel.dfmt == 1 && ALPHA.C == 1) {
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// 24 bits doesn't have an alpha channel so use 1.0f fix factor as equivalent
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om_bsel.c = 2;
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afix = 1.0f;
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}
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}
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}
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if (ps_sel.dfmt == 1) {
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// Disable writing of the alpha channel
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om_csel.wa = 0;
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}
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@ -864,7 +872,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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GL_POP();
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dev->OMSetColorMaskState(om_csel);
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dev->SetupOM(om_dssel, om_bsel, afix, sw_blending);
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dev->SetupOM(om_dssel, om_bsel, afix);
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dev->SetupCB(&vs_cb, &ps_cb);
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@ -907,9 +915,9 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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{
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SendDraw(require_barrier);
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if (colclip_wrap)
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if (ps_sel.colclip == 1)
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{
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ASSERT(!sw_blending);
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ASSERT(!om_bsel.ps);
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GL_PUSH("COLCLIP");
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GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
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GSDeviceOGL::PSSelector ps_selneg(ps_sel);
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@ -963,13 +971,13 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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om_csel.wa = a;
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dev->OMSetColorMaskState(om_csel);
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dev->SetupOM(om_dssel, om_bsel, afix, sw_blending);
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dev->SetupOM(om_dssel, om_bsel, afix);
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SendDraw(require_barrier);
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if (colclip_wrap)
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if (ps_sel.colclip == 1)
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{
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ASSERT(!sw_blending);
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ASSERT(!om_bsel.ps);
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GL_PUSH("COLCLIP");
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GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
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GSDeviceOGL::PSSelector ps_selneg(ps_sel);
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@ -104,6 +104,9 @@ GSBlendStateOGL* GSDeviceOGL::CreateBlend(OMBlendSelector bsel, float afix)
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{
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int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
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if (bsel.accu)
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bs->SetRGB(GL_FUNC_ADD, GL_ONE, GL_ONE);
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else
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bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, m_blendMapD3D9[i].dst);
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if (m_blendMapD3D9[i].bogus & A_MAX) {
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@ -187,13 +190,13 @@ GLuint GSDeviceOGL::GetPaletteSamplerID()
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return m_palette_ss;
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}
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void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float afix, bool sw_blending)
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void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float afix)
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{
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GSDepthStencilOGL* dss = m_om_dss[dssel];
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OMSetDepthStencilState(dss, 1);
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if (sw_blending) {
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if (bsel.ps && !bsel.accu) {
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if (GLState::blend) {
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GLState::blend = false;
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glDisable(GL_BLEND);
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@ -453,6 +453,9 @@ void ps_blend(inout vec4 Color, float As)
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#if PS_BLEND_A == PS_BLEND_B
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Color.rgb = D;
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#elif PS_BLEND_ACCU == 1
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// The D addition will be done in the blending unit
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Color.rgb = trunc(A * C);
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#else
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Color.rgb = trunc((A - B) * C + D);
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#endif
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@ -1316,6 +1316,9 @@ static const char* tfx_fs_all_glsl =
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"\n"
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"#if PS_BLEND_A == PS_BLEND_B\n"
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" Color.rgb = D;\n"
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"#elif PS_BLEND_ACCU == 1\n"
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" // The D addition will be done in the blending unit\n"
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" Color.rgb = trunc(A * C);\n"
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"#else\n"
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" Color.rgb = trunc((A - B) * C + D);\n"
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"#endif\n"
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