VideoCommon: Better logic op invert approximation

This commit is contained in:
TellowKrinkle
2022-07-13 03:56:33 -05:00
parent d380d43209
commit 600ad5f498
6 changed files with 139 additions and 33 deletions

View File

@ -744,6 +744,7 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
bool per_pixel_depth, bool use_dual_source);
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteLogicOpBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
bool use_dual_source);
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
@ -1148,6 +1149,8 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
if (uid_data->logic_op_enable)
WriteLogicOp(out, uid_data);
else if (uid_data->emulate_logic_op_with_blend)
WriteLogicOpBlend(out, uid_data);
// Write the color and alpha values to the framebuffer
// If using shader blend, we still use the separate alpha
@ -1803,6 +1806,29 @@ static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data)
out.Write("\tprev = ({}) & 0xff;\n", logic_op_mode[uid_data->logic_op_mode]);
}
static void WriteLogicOpBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data)
{
switch (static_cast<LogicOp>(uid_data->logic_op_mode))
{
case LogicOp::Clear:
case LogicOp::NoOp:
out.Write("\tprev = int4(0, 0, 0, 0);\n");
break;
case LogicOp::Copy:
// Do nothing!
break;
case LogicOp::CopyInverted:
out.Write("\tprev ^= 255;\n");
break;
case LogicOp::Set:
case LogicOp::Invert: // In cooperation with blend
out.Write("\tprev = int4(255, 255, 255, 255);\n");
break;
default:
break;
}
}
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
bool use_dual_source)
{