GS-d3d: Add clr3 case for blend mix 2.

When Cs*(Alpha + 1) overflows compensate with adjusting Alpha output for Cd*Alpha.
This commit is contained in:
lightningterror 2023-02-26 21:58:34 +01:00
parent 35ce680859
commit f478b3959c
1 changed files with 12 additions and 3 deletions

View File

@ -821,9 +821,8 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
if (PS_CLR_HW == 1)
{
// Replace Af with As so we can do proper compensation for Alpha.
if (PS_BLEND_C == 2)
As_rgba = (float4)Af;
// As or Af
As_rgba.rgb = (float3)C;
// Subtract 1 for alpha to compensate for the changed equation,
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
// we pick the lowest overflow from all colors because it's the safest,
@ -842,6 +841,16 @@ void ps_blend(inout float4 Color, inout float4 As_rgba, float2 pos_xy)
float color_compensate = 1.0f * (C + 1.0f);
Color.rgb -= (float3)color_compensate;
}
else if (PS_CLR_HW == 3)
{
// As, Ad or Af clamped.
As_rgba.rgb = (float3)C_clamped;
// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
// that is sent on second output to compensate.
float3 overflow_check = (Color.rgb - (float3)255.0f) / 255.0f;
float3 alpha_compensate = max((float3)0.0f, overflow_check);
As_rgba.rgb -= alpha_compensate;
}
}
else
{