mirror of https://github.com/PCSX2/pcsx2.git
GS-hw: Adjust how clr_blend is handled based on blend level on d3d11.
Blend level High and lower: Prefer clr_blend. Blend level Full, prefer clr_blend when ALPHA.C != 1, otherwise sw when primitives don't overlap. Blend level Ultra, remains the same but we can probably prefer clr_blend when alpha again is As or F, let's play it safe and leave it as it is for now.
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@ -588,6 +588,10 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER)
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}
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else
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{
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// Blend can be done on hw. As and F cases should be accurate.
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// BLEND_C_CLR1 with Ad, BLEND_C_CLR4 Cs > 0.5f will require sw blend.
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// BLEND_C_CLR1 with As/F, BLEND_C_CLR2_AF, BLEND_C_CLR3_AS can be done in hw.
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const bool clr_blend = !!(blend_flag & (BLEND_C_CLR1 | BLEND_C_CLR2_AF | BLEND_C_CLR3_AS | BLEND_C_CLR4));
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// Exclude triangles, breaks mgs3 on ultra blending.
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const bool no_overlap_no_triangles = (m_prim_overlap == PRIM_OVERLAP_NO) && (m_vt.m_primclass != GS_TRIANGLE_CLASS);
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// FBMASK already reads the fb so it is safe to enable sw blend when there is no overlap.
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@ -599,10 +603,10 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER)
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sw_blending |= no_overlap_no_triangles;
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[[fallthrough]];
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case AccBlendLevel::Full:
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sw_blending |= (blend_mix && (alpha_c2_high_one || alpha_c0_high_max_one) && no_overlap_no_triangles);
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sw_blending |= ((ALPHA.C == 1 || (blend_mix && (alpha_c2_high_one || alpha_c0_high_max_one))) && no_overlap_no_triangles);
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[[fallthrough]];
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case AccBlendLevel::High:
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sw_blending |= (!blend_mix && no_overlap_no_triangles);
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sw_blending |= (!(clr_blend || blend_mix) && no_overlap_no_triangles);
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[[fallthrough]];
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case AccBlendLevel::Medium:
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case AccBlendLevel::Basic:
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