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https://github.com/libretro/ppsspp.git
synced 2024-11-25 09:09:49 +00:00
Avoid using constant color when blending.
If it's just ONE/ZERO or etc., we can keep those constants. May be faster, and apparently less buggy in some drivers.
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d694ea24fe
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@ -142,12 +142,15 @@ static GLenum toDualSource(GLenum blendfunc) {
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}
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}
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static GLenum blendColor2Func(u32 fix) {
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static GLenum blendColor2Func(u32 fix, bool &approx) {
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if (fix == 0xFFFFFF)
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return GL_ONE;
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if (fix == 0)
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return GL_ZERO;
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// Otherwise, it's approximate if we pick ONE/ZERO.
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approx = true;
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const Vec3f fix3 = Vec3f::FromRGB(fix);
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if (fix3.x >= 0.99 && fix3.y >= 0.99 && fix3.z >= 0.99)
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return GL_ONE;
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@ -365,6 +368,7 @@ void TransformDrawEngine::ApplyBlendState() {
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blendFuncB = GE_DSTBLEND_FIXB;
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float constantAlpha = 1.0f;
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bool needsConstantAlpha = false;
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if (gstate.isStencilTestEnabled() && replaceAlphaWithStencil == REPLACE_ALPHA_NO) {
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switch (ReplaceAlphaWithStencilType()) {
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case STENCIL_VALUE_UNIFORM:
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@ -384,11 +388,14 @@ void TransformDrawEngine::ApplyBlendState() {
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default:
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break;
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}
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needsConstantAlpha = constantAlpha < 1.0f;
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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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bool approxFuncA = false;
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GLuint glBlendFuncA = blendFuncA == GE_SRCBLEND_FIXA ? blendColor2Func(gstate.getFixA(), approxFuncA) : aLookup[blendFuncA];
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bool approxFuncB = false;
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GLuint glBlendFuncB = blendFuncB == GE_DSTBLEND_FIXB ? blendColor2Func(gstate.getFixB(), approxFuncB) : bLookup[blendFuncB];
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if (usePreSrc) {
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glBlendFuncA = GL_ONE;
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@ -403,36 +410,38 @@ void TransformDrawEngine::ApplyBlendState() {
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glBlendFuncB = toDualSource(glBlendFuncB);
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}
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auto setBlendColorv = [&](const Vec3f &c) {
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const float blendColor[4] = {c.x, c.y, c.z, constantAlpha};
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glstate.blendColor.set(blendColor);
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};
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auto defaultBlendColor = [&]() {
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if (needsConstantAlpha) {
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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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};
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if (blendFuncA == GE_SRCBLEND_FIXA || blendFuncB == GE_DSTBLEND_FIXB) {
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Vec3f fixA = Vec3f::FromRGB(gstate.getFixA());
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Vec3f fixB = Vec3f::FromRGB(gstate.getFixB());
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const Vec3f fixA = Vec3f::FromRGB(gstate.getFixA());
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const 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, constantAlpha};
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glstate.blendColor.set(blendColor);
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setBlendColorv(fixA);
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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, constantAlpha};
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glstate.blendColor.set(blendColor);
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setBlendColorv(fixB);
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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(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, constantAlpha};
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glstate.blendColor.set(blendColor);
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setBlendColorv(fixA);
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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, constantAlpha};
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glstate.blendColor.set(blendColor);
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setBlendColorv(fixA);
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} else {
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static bool didReportBlend = false;
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if (!didReportBlend)
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Reporting::ReportMessage("ERROR INVALID blendcolorstate: FixA=%06x FixB=%06x FuncA=%i FuncB=%i", gstate.getFixA(), gstate.getFixB(), gstate.getBlendFuncA(), gstate.getBlendFuncB());
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didReportBlend = true;
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DEBUG_LOG(G3D, "ERROR INVALID blendcolorstate: FixA=%06x FixB=%06x FuncA=%i FuncB=%i", gstate.getFixA(), gstate.getFixB(), gstate.getBlendFuncA(), gstate.getBlendFuncB());
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// Let's approximate, at least. Close is better than totally off.
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const bool nearZeroA = blendColorSimilar(fixA, Vec3f::AssignToAll(0.0f), 0.25f);
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@ -440,32 +449,29 @@ void TransformDrawEngine::ApplyBlendState() {
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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, 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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setBlendColorv(fixB);
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} else {
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// We need to pick something. Let's go with A as the fixed color.
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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, constantAlpha};
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glstate.blendColor.set(blendColor);
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setBlendColorv(fixA);
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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 && !usePreSrc) {
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if (blendFuncA == GE_SRCBLEND_FIXA && !usePreSrc && approxFuncA) {
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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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setBlendColorv(fixA);
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} else if (approxFuncB) {
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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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setBlendColorv(fixB);
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} else {
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defaultBlendColor();
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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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} else {
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defaultBlendColor();
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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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@ -525,7 +531,7 @@ void TransformDrawEngine::ApplyBlendState() {
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break;
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case STENCIL_VALUE_UNIFORM:
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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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if (constantAlpha < 1.0f) {
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if (needsConstantAlpha) {
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glstate.blendFuncSeparate.set(glBlendFuncA, glBlendFuncB, GL_CONSTANT_ALPHA, GL_ZERO);
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} else {
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glstate.blendFuncSeparate.set(glBlendFuncA, glBlendFuncB, GL_ONE, GL_ZERO);
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