GS/HW: Prefer already-RTA-target over SW blend for no-overlap

Saves barriers in Ace Combat and Metal Gear Solid games.
This commit is contained in:
Stenzek 2024-06-29 00:27:40 +10:00 committed by Connor McLaughlin
parent 6600d09966
commit d3bcfe0f5c
1 changed files with 1 additions and 1 deletions

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@ -4283,7 +4283,7 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
// Blending with alpha > 1 will be wrong, except BLEND_HW2.
|| (!(blend_flag & BLEND_HW2) && (alpha_c2_high_one || alpha_c0_high_max_one) && no_prim_overlap)
// Ad blends are completely wrong without sw blend (Ad is 0.5 not 1 for 128). We can spare a barrier for it.
|| (blend_ad && no_prim_overlap);
|| (blend_ad && no_prim_overlap && !new_rt_alpha_scale);
switch (GSConfig.AccurateBlendingUnit)
{