mirror of https://github.com/PCSX2/pcsx2.git
GS-hw: Partially revert #5540
Allow to wrap on colclip. For real tho, ideal solution is sw blend, doing any clamp/wrap is wrong on blend mix.
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@ -717,7 +717,7 @@ void ps_color_clamp_wrap(inout float3 C)
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C = clamp(C, (float3)0.0f, (float3)255.0f);
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// In 16 bits format, only 5 bits of color are used. It impacts shadows computation of Castlevania
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if (PS_DFMT == FMT_16 && PS_BLEND_MIX == 0)
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if (PS_DFMT == FMT_16 && (PS_HDR == 1 || PS_BLEND_MIX == 0))
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C = (float3)((int3)C & (int3)0xF8);
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else if (PS_COLCLIP == 1 && PS_HDR == 0)
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C = (float3)((int3)C & (int3)0xFF);
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@ -638,7 +638,7 @@ void ps_color_clamp_wrap(inout vec3 C)
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// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
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// GS: Color = 1, Alpha = 255 => output 1
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// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
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#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0
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#if PS_DFMT == FMT_16 && (PS_HDR == 1 || PS_BLEND_MIX == 0)
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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C = vec3(ivec3(C) & ivec3(0xF8));
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#elif PS_COLCLIP == 1 && PS_HDR == 0
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@ -973,7 +973,7 @@ void ps_color_clamp_wrap(inout vec3 C)
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// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
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// GS: Color = 1, Alpha = 255 => output 1
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// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
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#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0
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#if PS_DFMT == FMT_16 && (PS_HDR == 1 || PS_BLEND_MIX == 0)
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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C = vec3(ivec3(C) & ivec3(0xF8));
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#elif PS_COLCLIP == 1 && PS_HDR == 0
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@ -706,7 +706,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER)
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accumulation_blend = false;
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blend_mix = false;
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}
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else if (accumulation_blend)
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else if (accumulation_blend || blend_mix)
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{
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// A fast algo that requires 2 passes
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GL_INS("COLCLIP Fast HDR mode ENABLED");
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