GS/HW: Adjust dither on Blend Mix when Cs-Cd * Af blend.

This commit is contained in:
lightningterror 2024-03-07 15:45:25 +01:00 committed by refractionpcsx2
parent 65649b3cbb
commit c0e47767b7
5 changed files with 38 additions and 14 deletions

View File

@ -784,7 +784,7 @@ void ps_fbmask(inout float4 C, float2 pos_xy)
}
}
void ps_dither(inout float3 C, float2 pos_xy, float alpha_blend)
void ps_dither(inout float3 C, float As, float2 pos_xy)
{
if (PS_DITHER)
{
@ -800,7 +800,10 @@ void ps_dither(inout float3 C, float2 pos_xy, float alpha_blend)
// The idea here is we add on the dither amount adjusted by the alpha before it goes to the hw blend
// so after the alpha blend the resulting value should be the same as (Cs - Cd) * As + Cd + Dither.
if (PS_DITHER_ADJUST)
value *= alpha_blend > 0.0f ? min(1.0f / alpha_blend, 1.0f) : 1.0f;
{
float Alpha = PS_BLEND_C == 2 ? Af : As;
value *= Alpha > 0.0f ? min(1.0f / Alpha, 1.0f) : 1.0f;
}
if (PS_ROUND_INV)
C -= value;
@ -1068,7 +1071,7 @@ PS_OUTPUT ps_main(PS_INPUT input)
}
}
ps_dither(C.rgb, input.p.xy, alpha_blend.a);
ps_dither(C.rgb, alpha_blend.a, input.p.xy);
// Color clamp/wrap needs to be done after sw blending and dithering
ps_color_clamp_wrap(C.rgb);

View File

@ -720,7 +720,7 @@ void ps_fbmask(inout vec4 C)
#endif
}
void ps_dither(inout vec3 C, float alpha_blend)
void ps_dither(inout vec3 C, float As)
{
#if PS_DITHER
#if PS_DITHER == 2
@ -733,7 +733,13 @@ void ps_dither(inout vec3 C, float alpha_blend)
// The idea here is we add on the dither amount adjusted by the alpha before it goes to the hw blend
// so after the alpha blend the resulting value should be the same as (Cs - Cd) * As + Cd + Dither.
#if PS_DITHER_ADJUST
value *= alpha_blend > 0.0f ? min(1.0f / alpha_blend, 1.0f) : 1.0f;
#if PS_BLEND_C == 2
float Alpha = Af;
#else
float Alpha = As;
#endif
value *= Alpha > 0.0f ? min(1.0f / Alpha, 1.0f) : 1.0f;
#endif
#if PS_ROUND_INV

View File

@ -970,7 +970,7 @@ void ps_fbmask(inout vec4 C)
#endif
}
void ps_dither(inout vec3 C, float alpha_blend)
void ps_dither(inout vec3 C, float As)
{
#if PS_DITHER
ivec2 fpos;
@ -986,7 +986,13 @@ void ps_dither(inout vec3 C, float alpha_blend)
// The idea here is we add on the dither amount adjusted by the alpha before it goes to the hw blend
// so after the alpha blend the resulting value should be the same as (Cs - Cd) * As + Cd + Dither.
#if PS_DITHER_ADJUST
value *= alpha_blend > 0.0f ? min(1.0f / alpha_blend, 1.0f) : 1.0f;
#if PS_BLEND_C == 2
float Alpha = Af;
#else
float Alpha = As;
#endif
value *= Alpha > 0.0f ? min(1.0f / Alpha, 1.0f) : 1.0f;
#endif
#if PS_ROUND_INV

View File

@ -3769,10 +3769,13 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
const bool alpha_c0_one = (m_conf.ps.blend_c == 0 && (GetAlphaMinMax().min == 128) && (GetAlphaMinMax().max == 128));
const bool alpha_c0_high_min_one = (m_conf.ps.blend_c == 0 && GetAlphaMinMax().min > 128);
const bool alpha_c0_high_max_one = (m_conf.ps.blend_c == 0 && GetAlphaMinMax().max > 128);
const bool alpha_c0_less_max_one = (m_conf.ps.blend_c == 0 && GetAlphaMinMax().max <= 128);
const bool alpha_c2_zero = (m_conf.ps.blend_c == 2 && AFIX == 0u);
const bool alpha_c2_one = (m_conf.ps.blend_c == 2 && AFIX == 128u);
const bool alpha_c2_less_one = (m_conf.ps.blend_c == 2 && AFIX <= 128u);
const bool alpha_c2_high_one = (m_conf.ps.blend_c == 2 && AFIX > 128u);
const bool alpha_one = alpha_c0_one || alpha_c2_one;
const bool alpha_less_one = alpha_c0_less_max_one || alpha_c2_less_one;
// Optimize blending equations, must be done before index calculation
if ((m_conf.ps.blend_a == m_conf.ps.blend_b) || ((m_conf.ps.blend_b == m_conf.ps.blend_d) && alpha_one))
@ -3930,8 +3933,6 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
// Do not run BLEND MIX if sw blending is already present, it's less accurate.
blend_mix &= !sw_blending;
sw_blending |= blend_mix;
// Disable dithering on blend mix.
m_conf.ps.dither &= !blend_mix || (m_conf.ps.blend_a == 0 && m_conf.ps.blend_b == 1 && m_conf.ps.blend_c == 0 && GetAlphaMinMax().max <= 128);
[[fallthrough]];
case AccBlendLevel::Minimum:
break;
@ -3984,8 +3985,6 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
// Do not run BLEND MIX if sw blending is already present, it's less accurate.
blend_mix &= !sw_blending;
sw_blending |= blend_mix;
// Disable dithering on blend mix.
m_conf.ps.dither &= !blend_mix || (m_conf.ps.blend_a == 0 && m_conf.ps.blend_b == 1 && m_conf.ps.blend_c == 0 && GetAlphaMinMax().max <= 128);
[[fallthrough]];
case AccBlendLevel::Minimum:
break;
@ -4191,6 +4190,14 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
}
else if (blend_mix)
{
// Disable dithering on blend mix if needed.
if (m_conf.ps.dither)
{
const bool can_dither = (m_conf.ps.blend_a == 0 && m_conf.ps.blend_b == 1 && alpha_less_one);
m_conf.ps.dither = can_dither;
m_conf.ps.dither_adjust = can_dither;
}
// For mixed blend, the source blend is done in the shader (so we use CONST_ONE as a factor).
m_conf.blend = {true, GSDevice::CONST_ONE, blend.dst, blend.op, m_conf.ps.blend_c == 2, AFIX};
m_conf.ps.blend_mix = (blend.op == GSDevice::OP_REV_SUBTRACT) ? 2 : 1;
@ -5381,7 +5388,6 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
m_conf.cb_ps.DitherMatrix[1] = GSVector4(DIMX.DM10, DIMX.DM11, DIMX.DM12, DIMX.DM13);
m_conf.cb_ps.DitherMatrix[2] = GSVector4(DIMX.DM20, DIMX.DM21, DIMX.DM22, DIMX.DM23);
m_conf.cb_ps.DitherMatrix[3] = GSVector4(DIMX.DM30, DIMX.DM31, DIMX.DM32, DIMX.DM33);
m_conf.ps.dither_adjust = m_conf.ps.blend_a == 0 && m_conf.ps.blend_b == 1 && m_conf.ps.blend_c == 0 && GetAlphaMinMax().max <= 128;
}
if (PRIM->FGE)

View File

@ -843,7 +843,7 @@ struct PSMain
C = float4((uint4(int4(C)) & (cb.fbmask ^ 0xff)) | (uint4(current_color * 255.5) & cb.fbmask));
}
void ps_dither(thread float4& C, float alpha_blend)
void ps_dither(thread float4& C, float As)
{
if (PS_DITHER == 0)
return;
@ -857,7 +857,10 @@ struct PSMain
// The idea here is we add on the dither amount adjusted by the alpha before it goes to the hw blend
// so after the alpha blend the resulting value should be the same as (Cs - Cd) * As + Cd + Dither.
if (PS_DITHER_ADJUST)
value *= alpha_blend > 0.f ? min(1.f / alpha_blend, 1.f) : 1.f;
{
float Alpha = PS_BLEND_C == 2 ? cb.alpha_fix : As;
value *= Alpha > 0.f ? min(1.f / Alpha, 1.f) : 1.f;
}
if (PS_ROUND_INV)
C.rgb -= value;