mirror of https://github.com/PCSX2/pcsx2.git
GS-d3d11: Add a condition to not enable blend_mix if sw blending is already enabled.
Not yet needed but will be useful for sw blending when prims don't overlap.
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@ -467,7 +467,7 @@ void GSRendererDX11::EmulateBlending(u8& afix)
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const bool blend_mix1 = !!(blend_flag & BLEND_MIX1);
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const bool blend_mix2 = !!(blend_flag & BLEND_MIX2);
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const bool blend_mix3 = !!(blend_flag & BLEND_MIX3);
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const bool blend_mix = (blend_mix1 || blend_mix2 || blend_mix3)
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bool blend_mix = (blend_mix1 || blend_mix2 || blend_mix3)
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// Do not enable if As > 128 or F > 128, hw blend clamps to 1
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&& !((ALPHA.C == 0 && m_vt.m_alpha.max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u));
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@ -477,12 +477,19 @@ void GSRendererDX11::EmulateBlending(u8& afix)
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case ACC_BLEND_HIGH_D3D11:
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case ACC_BLEND_MEDIUM_D3D11:
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case ACC_BLEND_BASIC_D3D11:
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sw_blending |= accumulation_blend || blend_non_recursive || blend_mix;
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sw_blending |= accumulation_blend || blend_non_recursive;
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[[fallthrough]];
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default:
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break;
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}
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// Do not run BLEND MIX if sw blending is already present, it's less accurate
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if (m_sw_blending)
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{
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blend_mix &= !sw_blending;
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sw_blending |= blend_mix;
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}
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// Color clip
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if (m_env.COLCLAMP.CLAMP == 0)
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{
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