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Implement dual-source blending in shader
For some GLES drivers that don't support dual-source blending, but do support GL_EXT_shader_framebuffer_fetch, this might be useful.
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@ -522,6 +522,21 @@ Renderer::Renderer()
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// depth clamping.
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g_Config.backend_info.bSupportsDepthClamp = false;
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if (GLExtensions::Supports("GL_EXT_shader_framebuffer_fetch"))
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{
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g_ogl_config.SupportedFramebufferFetch = ES_FB_FETCH_TYPE::FB_FETCH_EXT;
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}
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else if (GLExtensions::Supports("GL_ARM_shader_framebuffer_fetch"))
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{
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g_ogl_config.SupportedFramebufferFetch = ES_FB_FETCH_TYPE::FB_FETCH_ARM;
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}
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else
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{
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g_ogl_config.SupportedFramebufferFetch = ES_FB_FETCH_TYPE::FB_FETCH_NONE;
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}
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g_Config.backend_info.bSupportsFramebufferFetch =
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g_ogl_config.SupportedFramebufferFetch != ES_FB_FETCH_TYPE::FB_FETCH_NONE;
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if (GLExtensions::Version() == 300)
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{
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g_ogl_config.eSupportedGLSLVersion = GLSLES_300;
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@ -1275,44 +1290,54 @@ void Renderer::SetBlendingState(const BlendingState& state)
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bool useDualSource =
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state.usedualsrc && g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
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(!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) || state.dstalpha);
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// Only use shader blend if we need to and we don't support dual-source blending directly
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bool useShaderBlend = !useDualSource && state.usedualsrc && state.dstalpha &&
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g_ActiveConfig.backend_info.bSupportsFramebufferFetch;
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const GLenum src_factors[8] = {
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GL_ZERO,
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GL_ONE,
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GL_DST_COLOR,
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GL_ONE_MINUS_DST_COLOR,
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useDualSource ? GL_SRC1_ALPHA : (GLenum)GL_SRC_ALPHA,
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useDualSource ? GL_ONE_MINUS_SRC1_ALPHA : (GLenum)GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA};
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const GLenum dst_factors[8] = {
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GL_ZERO,
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GL_ONE,
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GL_SRC_COLOR,
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GL_ONE_MINUS_SRC_COLOR,
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useDualSource ? GL_SRC1_ALPHA : (GLenum)GL_SRC_ALPHA,
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useDualSource ? GL_ONE_MINUS_SRC1_ALPHA : (GLenum)GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA};
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if (state.blendenable)
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{
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glEnable(GL_BLEND);
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}
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else
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if (useShaderBlend)
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{
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glDisable(GL_BLEND);
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}
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else
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{
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const GLenum src_factors[8] = {
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GL_ZERO,
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GL_ONE,
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GL_DST_COLOR,
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GL_ONE_MINUS_DST_COLOR,
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useDualSource ? GL_SRC1_ALPHA : (GLenum)GL_SRC_ALPHA,
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useDualSource ? GL_ONE_MINUS_SRC1_ALPHA : (GLenum)GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA};
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const GLenum dst_factors[8] = {
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GL_ZERO,
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GL_ONE,
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GL_SRC_COLOR,
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GL_ONE_MINUS_SRC_COLOR,
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useDualSource ? GL_SRC1_ALPHA : (GLenum)GL_SRC_ALPHA,
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useDualSource ? GL_ONE_MINUS_SRC1_ALPHA : (GLenum)GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA};
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// Always call glBlendEquationSeparate and glBlendFuncSeparate, even when
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// GL_BLEND is disabled, as a workaround for some bugs (possibly graphics
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// driver issues?). See https://bugs.dolphin-emu.org/issues/10120 : "Sonic
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// Adventure 2 Battle: graphics crash when loading first Dark level"
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GLenum equation = state.subtract ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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GLenum equationAlpha = state.subtractAlpha ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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glBlendEquationSeparate(equation, equationAlpha);
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glBlendFuncSeparate(src_factors[state.srcfactor], dst_factors[state.dstfactor],
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src_factors[state.srcfactoralpha], dst_factors[state.dstfactoralpha]);
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if (state.blendenable)
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{
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glEnable(GL_BLEND);
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}
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else
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{
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glDisable(GL_BLEND);
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}
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// Always call glBlendEquationSeparate and glBlendFuncSeparate, even when
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// GL_BLEND is disabled, as a workaround for some bugs (possibly graphics
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// driver issues?). See https://bugs.dolphin-emu.org/issues/10120 : "Sonic
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// Adventure 2 Battle: graphics crash when loading first Dark level"
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GLenum equation = state.subtract ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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GLenum equationAlpha = state.subtractAlpha ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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glBlendEquationSeparate(equation, equationAlpha);
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glBlendFuncSeparate(src_factors[state.srcfactor], dst_factors[state.dstfactor],
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src_factors[state.srcfactoralpha], dst_factors[state.dstfactoralpha]);
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}
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const GLenum logic_op_codes[16] = {
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GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP,
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