d3d9: Make blending more like GL's recent changes.

This commit is contained in:
Unknown W. Brackets 2015-03-01 10:31:30 -08:00
parent 238e0ed92e
commit 383f894db7
2 changed files with 51 additions and 46 deletions

View file

@ -105,12 +105,15 @@ static D3DBLEND toDualSource(D3DBLEND blendfunc) {
#endif
}
static D3DBLEND blendColor2Func(u32 fix) {
static D3DBLEND blendColor2Func(u32 fix, bool &approx) {
if (fix == 0xFFFFFF)
return D3DBLEND_ONE;
if (fix == 0)
return D3DBLEND_ZERO;
// Otherwise, it's approximate if we pick ONE/ZERO.
approx = true;
const Vec3f fix3 = Vec3f::FromRGB(fix);
if (fix3.x >= 0.99 && fix3.y >= 0.99 && fix3.z >= 0.99)
return D3DBLEND_ONE;
@ -332,6 +335,7 @@ void TransformDrawEngineDX9::ApplyBlendState() {
blendFuncB = GE_DSTBLEND_FIXB;
float constantAlpha = 1.0f;
D3DBLEND constantAlphaDX = D3DBLEND_ONE;
if (gstate.isStencilTestEnabled() && replaceAlphaWithStencil == REPLACE_ALPHA_NO) {
switch (ReplaceAlphaWithStencilType()) {
case STENCIL_VALUE_UNIFORM:
@ -351,11 +355,20 @@ void TransformDrawEngineDX9::ApplyBlendState() {
default:
break;
}
// Otherwise it will stay GL_ONE.
if (constantAlpha <= 0.0f) {
constantAlphaDX = D3DBLEND_ZERO;
} else if (constantAlpha < 1.0f) {
constantAlphaDX = D3DBLEND_BLENDFACTOR;
}
}
// Shortcut by using D3DBLEND_ONE where possible, no need to set blendcolor
D3DBLEND glBlendFuncA = blendFuncA == GE_SRCBLEND_FIXA ? blendColor2Func(gstate.getFixA()) : aLookup[blendFuncA];
D3DBLEND glBlendFuncB = blendFuncB == GE_DSTBLEND_FIXB ? blendColor2Func(gstate.getFixB()) : bLookup[blendFuncB];
bool approxFuncA = false;
D3DBLEND glBlendFuncA = blendFuncA == GE_SRCBLEND_FIXA ? blendColor2Func(gstate.getFixA(), approxFuncA) : aLookup[blendFuncA];
bool approxFuncB = false;
D3DBLEND glBlendFuncB = blendFuncB == GE_DSTBLEND_FIXB ? blendColor2Func(gstate.getFixB(), approxFuncB) : bLookup[blendFuncB];
if (usePreSrc) {
glBlendFuncA = D3DBLEND_ONE;
@ -370,36 +383,38 @@ void TransformDrawEngineDX9::ApplyBlendState() {
glBlendFuncB = toDualSource(glBlendFuncB);
}
auto setBlendColorv = [&](const Vec3f &c) {
const float blendColor[4] = {c.x, c.y, c.z, constantAlpha};
dxstate.blendColor.set(blendColor);
};
auto defaultBlendColor = [&]() {
if (constantAlphaDX == D3DBLEND_BLENDFACTOR) {
const float blendColor[4] = {1.0f, 1.0f, 1.0f, constantAlpha};
dxstate.blendColor.set(blendColor);
}
};
if (blendFuncA == GE_SRCBLEND_FIXA || blendFuncB == GE_DSTBLEND_FIXB) {
Vec3f fixA = Vec3f::FromRGB(gstate.getFixA());
Vec3f fixB = Vec3f::FromRGB(gstate.getFixB());
const Vec3f fixA = Vec3f::FromRGB(gstate.getFixA());
const Vec3f fixB = Vec3f::FromRGB(gstate.getFixB());
if (glBlendFuncA == D3DBLEND_UNK && glBlendFuncB != D3DBLEND_UNK) {
// Can use blendcolor trivially.
const float blendColor[4] = {fixA.x, fixA.y, fixA.z, constantAlpha};
dxstate.blendColor.set(blendColor);
setBlendColorv(fixA);
glBlendFuncA = D3DBLEND_BLENDFACTOR;
} else if (glBlendFuncA != D3DBLEND_UNK && glBlendFuncB == D3DBLEND_UNK) {
// Can use blendcolor trivially.
const float blendColor[4] = {fixB.x, fixB.y, fixB.z, constantAlpha};
dxstate.blendColor.set(blendColor);
setBlendColorv(fixB);
glBlendFuncB = D3DBLEND_BLENDFACTOR;
} else if (glBlendFuncA == D3DBLEND_UNK && glBlendFuncB == D3DBLEND_UNK) {
if (blendColorSimilar(fixA, Vec3f::AssignToAll(constantAlpha) - fixB)) {
if (blendColorSimilar(fixA, Vec3f::AssignToAll(1.0f) - fixB)) {
glBlendFuncA = D3DBLEND_BLENDFACTOR;
glBlendFuncB = D3DBLEND_INVBLENDFACTOR;
const float blendColor[4] = {fixA.x, fixA.y, fixA.z, constantAlpha};
dxstate.blendColor.set(blendColor);
setBlendColorv(fixA);
} else if (blendColorSimilar(fixA, fixB)) {
glBlendFuncA = D3DBLEND_BLENDFACTOR;
glBlendFuncB = D3DBLEND_BLENDFACTOR;
const float blendColor[4] = {fixA.x, fixA.y, fixA.z, constantAlpha};
dxstate.blendColor.set(blendColor);
setBlendColorv(fixA);
} else {
static bool didReportBlend = false;
if (!didReportBlend)
Reporting::ReportMessage("ERROR INVALID blendcolorstate: FixA=%06x FixB=%06x FuncA=%i FuncB=%i", gstate.getFixA(), gstate.getFixB(), gstate.getBlendFuncA(), gstate.getBlendFuncB());
didReportBlend = true;
DEBUG_LOG(G3D, "ERROR INVALID blendcolorstate: FixA=%06x FixB=%06x FuncA=%i FuncB=%i", gstate.getFixA(), gstate.getFixB(), gstate.getBlendFuncA(), gstate.getBlendFuncB());
// Let's approximate, at least. Close is better than totally off.
const bool nearZeroA = blendColorSimilar(fixA, Vec3f::AssignToAll(0.0f), 0.25f);
@ -407,40 +422,35 @@ void TransformDrawEngineDX9::ApplyBlendState() {
if (nearZeroA || blendColorSimilar(fixA, Vec3f::AssignToAll(1.0f), 0.25f)) {
glBlendFuncA = nearZeroA ? D3DBLEND_ZERO : D3DBLEND_ONE;
glBlendFuncB = D3DBLEND_BLENDFACTOR;
const float blendColor[4] = {fixB.x, fixB.y, fixB.z, constantAlpha};
dxstate.blendColor.set(blendColor);
// We need to pick something. Let's go with A as the fixed color.
setBlendColorv(fixB);
} else {
// We need to pick something. Let's go with A as the fixed color.
glBlendFuncA = D3DBLEND_BLENDFACTOR;
glBlendFuncB = nearZeroB ? D3DBLEND_ZERO : D3DBLEND_ONE;
const float blendColor[4] = {fixA.x, fixA.y, fixA.z, constantAlpha};
dxstate.blendColor.set(blendColor);
setBlendColorv(fixA);
}
}
} else {
// We optimized both, but that's probably not necessary, so let's pick one to be constant.
// For now let's just pick whichever was fixed instead of checking error.
if (blendFuncA == GE_SRCBLEND_FIXA && !usePreSrc) {
if (blendFuncA == GE_SRCBLEND_FIXA && !usePreSrc && approxFuncA) {
glBlendFuncA = D3DBLEND_BLENDFACTOR;
const float blendColor[4] = {fixA.x, fixA.y, fixA.z, constantAlpha};
dxstate.blendColor.set(blendColor);
} else {
setBlendColorv(fixA);
} else if (approxFuncB) {
glBlendFuncB = D3DBLEND_BLENDFACTOR;
const float blendColor[4] = {fixB.x, fixB.y, fixB.z, constantAlpha};
dxstate.blendColor.set(blendColor);
setBlendColorv(fixB);
} else {
defaultBlendColor();
}
}
} else if (constantAlpha < 1.0f) {
const float blendColor[4] = {1.0f, 1.0f, 1.0f, constantAlpha};
dxstate.blendColor.set(blendColor);
} else {
defaultBlendColor();
}
// At this point, through all paths above, glBlendFuncA and glBlendFuncB will be set right somehow.
// The stencil-to-alpha in fragment shader doesn't apply here (blending is enabled), and we shouldn't
// do any blending in the alpha channel as that doesn't seem to happen on PSP. So lacking a better option,
// the only value we can set alpha to here without multipass and dual source alpha is zero (by setting
// the factors to zero). So let's do that.
// do any blending in the alpha channel as that doesn't seem to happen on PSP. So, we attempt to
// apply the stencil to the alpha, since that's what should be stored.
D3DBLENDOP alphaEq = D3DBLENDOP_ADD;
if (replaceAlphaWithStencil != REPLACE_ALPHA_NO) {
// Let the fragment shader take care of it.
@ -482,24 +492,20 @@ void TransformDrawEngineDX9::ApplyBlendState() {
break;
case STENCIL_VALUE_UNIFORM:
// This won't give a correct value (it multiplies) but it may be better than random values.
if (constantAlpha < 1.0f) {
// TODO: Does this work as the alpha component of the fixed blend factor?
dxstate.blendFunc.set(glBlendFuncA, glBlendFuncB, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO);
} else {
dxstate.blendFunc.set(glBlendFuncA, glBlendFuncB, D3DBLEND_ONE, D3DBLEND_ZERO);
}
// TODO: Does this work as the alpha component of the fixed blend factor?
dxstate.blendFunc.set(glBlendFuncA, glBlendFuncB, constantAlphaDX, D3DBLEND_ZERO);
break;
case STENCIL_VALUE_INCR_4:
case STENCIL_VALUE_INCR_8:
// This won't give a correct value always, but it will try to increase at least.
// TODO: Does this work as the alpha component of the fixed blend factor?
dxstate.blendFunc.set(glBlendFuncA, glBlendFuncB, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE);
dxstate.blendFunc.set(glBlendFuncA, glBlendFuncB, constantAlphaDX, D3DBLEND_ONE);
break;
case STENCIL_VALUE_DECR_4:
case STENCIL_VALUE_DECR_8:
// This won't give a correct value always, but it will try to decrease at least.
// TODO: Does this work as the alpha component of the fixed blend factor?
dxstate.blendFunc.set(glBlendFuncA, glBlendFuncB, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE);
dxstate.blendFunc.set(glBlendFuncA, glBlendFuncB, constantAlphaDX, D3DBLEND_ONE);
alphaEq = D3DBLENDOP_SUBTRACT;
break;
case STENCIL_VALUE_INVERT:

View file

@ -465,7 +465,6 @@ void TransformDrawEngine::ApplyBlendState() {
}
} else {
// We optimized both, but that's probably not necessary, so let's pick one to be constant.
// For now let's just pick whichever was fixed instead of checking error.
if (blendFuncA == GE_SRCBLEND_FIXA && !usePreSrc && approxFuncA) {
glBlendFuncA = GL_CONSTANT_COLOR;
setBlendColorv(fixA);