GPU/HW: Always allow shader blend with fbfetch

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Stenzek 2024-07-27 18:41:46 +10:00
parent 5026e1b276
commit a3acb0c5db
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@ -946,10 +946,11 @@ bool GPU_HW::CompilePipelines(Error* error)
// But, don't bother with accurate blending if true colour is on. The result will be the same. // But, don't bother with accurate blending if true colour is on. The result will be the same.
// Prefer ROV over barriers/feedback loops without FBFetch, it'll be faster. // Prefer ROV over barriers/feedback loops without FBFetch, it'll be faster.
// Abuse the depth buffer for the mask bit when it's free (FBFetch), or PGXP depth buffering is enabled. // Abuse the depth buffer for the mask bit when it's free (FBFetch), or PGXP depth buffering is enabled.
m_allow_shader_blend = (features.feedback_loops || features.raster_order_views || features.framebuffer_fetch) && m_allow_shader_blend = features.framebuffer_fetch ||
(m_pgxp_depth_buffer || g_settings.gpu_accurate_blending || ((features.feedback_loops || features.raster_order_views) &&
(!m_supports_dual_source_blend && (IsBlendedTextureFiltering(m_texture_filtering) || (m_pgxp_depth_buffer || g_settings.gpu_accurate_blending ||
IsBlendedTextureFiltering(m_sprite_texture_filtering)))); (!m_supports_dual_source_blend && (IsBlendedTextureFiltering(m_texture_filtering) ||
IsBlendedTextureFiltering(m_sprite_texture_filtering)))));
m_prefer_shader_blend = (m_allow_shader_blend && g_settings.gpu_accurate_blending && !g_settings.gpu_true_color); m_prefer_shader_blend = (m_allow_shader_blend && g_settings.gpu_accurate_blending && !g_settings.gpu_true_color);
m_use_rov_for_shader_blend = (m_allow_shader_blend && !features.framebuffer_fetch && features.raster_order_views && m_use_rov_for_shader_blend = (m_allow_shader_blend && !features.framebuffer_fetch && features.raster_order_views &&
(m_prefer_shader_blend || !features.feedback_loops)); (m_prefer_shader_blend || !features.feedback_loops));
@ -1173,12 +1174,8 @@ bool GPU_HW::CompilePipelines(Error* error)
static_cast<BatchTextureMode>(texture_mode) == BatchTextureMode::SpritePalette8Bit); static_cast<BatchTextureMode>(texture_mode) == BatchTextureMode::SpritePalette8Bit);
const bool sprite = (static_cast<BatchTextureMode>(texture_mode) >= BatchTextureMode::SpriteStart); const bool sprite = (static_cast<BatchTextureMode>(texture_mode) >= BatchTextureMode::SpriteStart);
const bool uv_limits = ShouldClampUVs(sprite ? m_sprite_texture_filtering : m_texture_filtering); const bool uv_limits = ShouldClampUVs(sprite ? m_sprite_texture_filtering : m_texture_filtering);
const bool use_rov = const bool use_shader_blending = (render_mode == static_cast<u8>(BatchRenderMode::ShaderBlend));
(render_mode == static_cast<u8>(BatchRenderMode::ShaderBlend) && m_use_rov_for_shader_blend); const bool use_rov = (use_shader_blending && m_use_rov_for_shader_blend);
const bool use_shader_blending =
(use_rov || ((render_mode == static_cast<u8>(BatchRenderMode::ShaderBlend) &&
NeedsShaderBlending(static_cast<GPUTransparencyMode>(transparency_mode),
static_cast<BatchTextureMode>(texture_mode), (check_mask != 0)))));
plconfig.input_layout.vertex_attributes = plconfig.input_layout.vertex_attributes =
textured ? textured ?
(uv_limits ? std::span<const GPUPipeline::VertexAttribute>( (uv_limits ? std::span<const GPUPipeline::VertexAttribute>(