mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
d3d9: Make blending more like GL's recent changes.
This commit is contained in:
parent
238e0ed92e
commit
383f894db7
2 changed files with 51 additions and 46 deletions
|
@ -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:
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Add table
Reference in a new issue