mirror of https://github.com/PCSX2/pcsx2.git
GS-metal: Add clr3 case for blend mix 2.
When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
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@ -881,9 +881,8 @@ struct PSMain
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if (PS_CLR_HW == 1)
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if (PS_CLR_HW == 1)
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{
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{
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// Replace Af with As so we can do proper compensation for Alpha.
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// As or Af
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if (PS_BLEND_C == 2)
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As_rgba.rgb = float3(C);
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As_rgba = float4(cb.alpha_fix);
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// Subtract 1 for alpha to compensate for the changed equation,
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// Subtract 1 for alpha to compensate for the changed equation,
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// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
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// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
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// we pick the lowest overflow from all colors because it's the safest,
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// we pick the lowest overflow from all colors because it's the safest,
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@ -902,6 +901,16 @@ struct PSMain
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float color_compensate = 1.f * (C + 1.f);
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float color_compensate = 1.f * (C + 1.f);
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Color.rgb -= float3(color_compensate);
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Color.rgb -= float3(color_compensate);
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}
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}
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else if (PS_CLR_HW == 3)
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{
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// As, Ad or Af clamped.
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As_rgba.rgb = float3(C_clamped);
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// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
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// that is sent on second output to compensate.
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float3 overflow_check = (Color.rgb - float3(255.f)) / 255.f;
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float3 alpha_compensate = max(float3(0.f), overflow_check);
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As_rgba.rgb -= alpha_compensate;
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}
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}
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}
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else
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else
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{
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{
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