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VideoCommon: Better logic op invert approximation
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@ -601,16 +601,6 @@ AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
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config.depth_state = depth_state;
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config.blending_state = blending_state;
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config.framebuffer_state = g_framebuffer_manager->GetEFBFramebufferState();
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// We can use framebuffer fetch to emulate logic ops in the fragment shader.
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if (config.blending_state.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp &&
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!g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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{
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WARN_LOG_FMT(VIDEO,
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"Approximating logic op with blending, this will produce incorrect rendering.");
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config.blending_state.ApproximateLogicOpWithBlending();
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}
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return config;
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}
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@ -628,6 +618,22 @@ static GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in)
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ps->ztest = EmulatedZ::Early;
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}
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// If framebuffer fetch is available, we can emulate logic ops in the fragment shader
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// and don't need the below blend approximation
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if (blend.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp &&
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!g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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{
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if (!blend.LogicOpApproximationIsExact())
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WARN_LOG_FMT(VIDEO,
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"Approximating logic op with blending, this will produce incorrect rendering.");
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if (blend.LogicOpApproximationWantsShaderHelp())
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{
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ps->emulate_logic_op_with_blend = true;
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ps->logic_op_mode = static_cast<u32>(blend.logicmode.Value());
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}
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blend.ApproximateLogicOpWithBlending();
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}
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const bool benefits_from_ps_dual_source_off =
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(!g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
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g_ActiveConfig.backend_info.bSupportsFramebufferFetch) ||
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@ -775,6 +781,18 @@ static GXUberPipelineUid ApplyDriverBugs(const GXUberPipelineUid& in)
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memcpy(&out, &in, sizeof(out)); // Copy padding
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if (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
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out.vertex_format = nullptr;
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// If framebuffer fetch is available, we can emulate logic ops in the fragment shader
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// and don't need the below blend approximation
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if (out.blending_state.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp &&
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!g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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{
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if (!out.blending_state.LogicOpApproximationIsExact())
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WARN_LOG_FMT(VIDEO,
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"Approximating logic op with blending, this will produce incorrect rendering.");
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out.blending_state.ApproximateLogicOpWithBlending();
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}
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if (g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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{
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// Always blend in shader
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