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Merge pull request #4747 from unknownbrackets/stencilalpha
Attempt to pick a better blend for stencil replace
This commit is contained in:
commit
49980441a3
@ -179,6 +179,13 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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if (blendFuncA > GE_SRCBLEND_FIXA) blendFuncA = GE_SRCBLEND_FIXA;
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if (blendFuncB > GE_DSTBLEND_FIXB) blendFuncB = GE_DSTBLEND_FIXB;
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float constantAlpha = 1.0f;
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if (gstate.isStencilTestEnabled() && !CanReplaceAlphaWithStencil()) {
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if (gstate.isStencilTestEnabled() == STENCIL_VALUE_UNIFORM) {
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constantAlpha = gstate.getStencilTestRef() / 255.0f;
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}
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}
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// Shortcut by using GL_ONE where possible, no need to set blendcolor
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GLuint glBlendFuncA = blendFuncA == GE_SRCBLEND_FIXA ? blendColor2Func(gstate.getFixA()) : aLookup[blendFuncA];
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GLuint glBlendFuncB = blendFuncB == GE_DSTBLEND_FIXB ? blendColor2Func(gstate.getFixB()) : bLookup[blendFuncB];
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@ -187,24 +194,24 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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Vec3f fixB = Vec3f::FromRGB(gstate.getFixB());
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if (glBlendFuncA == GL_INVALID_ENUM && glBlendFuncB != GL_INVALID_ENUM) {
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// Can use blendcolor trivially.
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, 1.0f};
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, constantAlpha};
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glstate.blendColor.set(blendColor);
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glBlendFuncA = GL_CONSTANT_COLOR;
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} else if (glBlendFuncA != GL_INVALID_ENUM && glBlendFuncB == GL_INVALID_ENUM) {
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// Can use blendcolor trivially.
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const float blendColor[4] = {fixB.x, fixB.y, fixB.z, 1.0f};
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const float blendColor[4] = {fixB.x, fixB.y, fixB.z, constantAlpha};
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glstate.blendColor.set(blendColor);
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glBlendFuncB = GL_CONSTANT_COLOR;
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} else if (glBlendFuncA == GL_INVALID_ENUM && glBlendFuncB == GL_INVALID_ENUM) {
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if (blendColorSimilar(fixA, Vec3f::AssignToAll(1.0f) - fixB)) {
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if (blendColorSimilar(fixA, Vec3f::AssignToAll(constantAlpha) - fixB)) {
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glBlendFuncA = GL_CONSTANT_COLOR;
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glBlendFuncB = GL_ONE_MINUS_CONSTANT_COLOR;
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, 1.0f};
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, constantAlpha};
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glstate.blendColor.set(blendColor);
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} else if (blendColorSimilar(fixA, fixB)) {
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glBlendFuncA = GL_CONSTANT_COLOR;
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glBlendFuncB = GL_CONSTANT_COLOR;
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, 1.0f};
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, constantAlpha};
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glstate.blendColor.set(blendColor);
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} else {
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static bool didReportBlend = false;
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@ -219,17 +226,32 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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if (nearZeroA || blendColorSimilar(fixA, Vec3f::AssignToAll(1.0f), 0.25f)) {
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glBlendFuncA = nearZeroA ? GL_ZERO : GL_ONE;
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glBlendFuncB = GL_CONSTANT_COLOR;
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const float blendColor[4] = {fixB.x, fixB.y, fixB.z, 1.0f};
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const float blendColor[4] = {fixB.x, fixB.y, fixB.z, constantAlpha};
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glstate.blendColor.set(blendColor);
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// We need to pick something. Let's go with A as the fixed color.
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} else {
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glBlendFuncA = GL_CONSTANT_COLOR;
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glBlendFuncB = nearZeroB ? GL_ZERO : GL_ONE;
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, 1.0f};
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, constantAlpha};
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glstate.blendColor.set(blendColor);
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}
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}
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} else {
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// We optimized both, but that's probably not necessary, so let's pick one to be constant.
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// For now let's just pick whichever was fixed instead of checking error.
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if (blendFuncA == GE_SRCBLEND_FIXA) {
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glBlendFuncA = GL_CONSTANT_COLOR;
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const float blendColor[4] = {fixA.x, fixA.y, fixA.z, constantAlpha};
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glstate.blendColor.set(blendColor);
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} else {
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glBlendFuncB = GL_CONSTANT_COLOR;
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const float blendColor[4] = {fixB.x, fixB.y, fixB.z, constantAlpha};
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glstate.blendColor.set(blendColor);
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}
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}
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} else if (constantAlpha < 1.0f) {
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const float blendColor[4] = {1.0f, 1.0f, 1.0f, constantAlpha};
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glstate.blendColor.set(blendColor);
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}
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// Some Android devices (especially Mali, it seems) composite badly if there's alpha in the backbuffer.
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@ -265,10 +287,11 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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glstate.blendFuncSeparate.set(glBlendFuncA, glBlendFuncB, GL_ZERO, GL_ZERO);
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break;
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case STENCIL_VALUE_UNIFORM:
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glstate.blendFuncSeparate.set(glBlendFuncA, glBlendFuncB, glBlendFuncA, glBlendFuncB);
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// This won't give a correct value (it multiplies) but it may be better than random values.
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glstate.blendFuncSeparate.set(glBlendFuncA, glBlendFuncB, GL_CONSTANT_ALPHA, GL_ZERO);
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break;
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// For now, let's err at zero.
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case STENCIL_VALUE_UNKNOWN:
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// For now, let's err at zero. This is INVERT or INCR/DECR.
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glstate.blendFuncSeparate.set(glBlendFuncA, glBlendFuncB, GL_ZERO, GL_ZERO);
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break;
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}
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