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Rasterizer: Allow all blend factors for alpha blend-func

This commit is contained in:
Jannik Vogel 2016-04-02 03:26:10 +02:00
parent ad664b4a01
commit e2b63a2dd7
1 changed files with 45 additions and 60 deletions

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@ -923,60 +923,16 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
if (output_merger.alphablend_enable) {
auto params = output_merger.alpha_blending;
auto LookupFactorRGB = [&](Regs::BlendFactor factor) -> Math::Vec3<u8> {
switch (factor) {
case Regs::BlendFactor::Zero :
return Math::Vec3<u8>(0, 0, 0);
auto LookupFactor = [&](unsigned channel, Regs::BlendFactor factor) -> u8 {
DEBUG_ASSERT(channel < 4);
case Regs::BlendFactor::One :
return Math::Vec3<u8>(255, 255, 255);
case Regs::BlendFactor::SourceColor:
return combiner_output.rgb();
case Regs::BlendFactor::OneMinusSourceColor:
return Math::Vec3<u8>(255 - combiner_output.r(), 255 - combiner_output.g(), 255 - combiner_output.b());
case Regs::BlendFactor::DestColor:
return dest.rgb();
case Regs::BlendFactor::OneMinusDestColor:
return Math::Vec3<u8>(255 - dest.r(), 255 - dest.g(), 255 - dest.b());
case Regs::BlendFactor::SourceAlpha:
return Math::Vec3<u8>(combiner_output.a(), combiner_output.a(), combiner_output.a());
case Regs::BlendFactor::OneMinusSourceAlpha:
return Math::Vec3<u8>(255 - combiner_output.a(), 255 - combiner_output.a(), 255 - combiner_output.a());
case Regs::BlendFactor::DestAlpha:
return Math::Vec3<u8>(dest.a(), dest.a(), dest.a());
case Regs::BlendFactor::OneMinusDestAlpha:
return Math::Vec3<u8>(255 - dest.a(), 255 - dest.a(), 255 - dest.a());
case Regs::BlendFactor::ConstantColor:
return Math::Vec3<u8>(output_merger.blend_const.r, output_merger.blend_const.g, output_merger.blend_const.b);
case Regs::BlendFactor::OneMinusConstantColor:
return Math::Vec3<u8>(255 - output_merger.blend_const.r, 255 - output_merger.blend_const.g, 255 - output_merger.blend_const.b);
case Regs::BlendFactor::ConstantAlpha:
return Math::Vec3<u8>(output_merger.blend_const.a, output_merger.blend_const.a, output_merger.blend_const.a);
case Regs::BlendFactor::OneMinusConstantAlpha:
return Math::Vec3<u8>(255 - output_merger.blend_const.a, 255 - output_merger.blend_const.a, 255 - output_merger.blend_const.a);
default:
LOG_CRITICAL(HW_GPU, "Unknown color blend factor %x", factor);
UNIMPLEMENTED();
break;
}
return {};
const Math::Vec4<u8> blend_const = {
static_cast<u8>(output_merger.blend_const.r),
static_cast<u8>(output_merger.blend_const.g),
static_cast<u8>(output_merger.blend_const.b),
static_cast<u8>(output_merger.blend_const.a)
};
auto LookupFactorA = [&](Regs::BlendFactor factor) -> u8 {
switch (factor) {
case Regs::BlendFactor::Zero:
return 0;
@ -984,6 +940,18 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
case Regs::BlendFactor::One:
return 255;
case Regs::BlendFactor::SourceColor:
return combiner_output[channel];
case Regs::BlendFactor::OneMinusSourceColor:
return 255 - combiner_output[channel];
case Regs::BlendFactor::DestColor:
return dest[channel];
case Regs::BlendFactor::OneMinusDestColor:
return 255 - dest[channel];
case Regs::BlendFactor::SourceAlpha:
return combiner_output.a();
@ -996,19 +964,31 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
case Regs::BlendFactor::OneMinusDestAlpha:
return 255 - dest.a();
case Regs::BlendFactor::ConstantColor:
return blend_const[channel];
case Regs::BlendFactor::OneMinusConstantColor:
return 255 - blend_const[channel];
case Regs::BlendFactor::ConstantAlpha:
return output_merger.blend_const.a;
return blend_const.a();
case Regs::BlendFactor::OneMinusConstantAlpha:
return 255 - output_merger.blend_const.a;
return 255 - blend_const.a();
case Regs::BlendFactor::SourceAlphaSaturate:
// Returns 1.0 for the alpha channel
if (channel == 3)
return 255;
return std::min(combiner_output.a(), static_cast<u8>(255 - dest.a()));
default:
LOG_CRITICAL(HW_GPU, "Unknown alpha blend factor %x", factor);
LOG_CRITICAL(HW_GPU, "Unknown blend factor %x", factor);
UNIMPLEMENTED();
break;
}
return {};
return combiner_output[channel];
};
static auto EvaluateBlendEquation = [](const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
@ -1060,10 +1040,15 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
MathUtil::Clamp(result.a(), 0, 255));
};
auto srcfactor = Math::MakeVec(LookupFactorRGB(params.factor_source_rgb),
LookupFactorA(params.factor_source_a));
auto dstfactor = Math::MakeVec(LookupFactorRGB(params.factor_dest_rgb),
LookupFactorA(params.factor_dest_a));
auto srcfactor = Math::MakeVec(LookupFactor(0, params.factor_source_rgb),
LookupFactor(1, params.factor_source_rgb),
LookupFactor(2, params.factor_source_rgb),
LookupFactor(3, params.factor_source_a));
auto dstfactor = Math::MakeVec(LookupFactor(0, params.factor_dest_rgb),
LookupFactor(1, params.factor_dest_rgb),
LookupFactor(2, params.factor_dest_rgb),
LookupFactor(3, params.factor_dest_a));
blend_output = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, params.blend_equation_rgb);
blend_output.a() = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, params.blend_equation_a).a();