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GSdx-d3d11: Add remaining fbmask code and separate d3d blend option from opengl #2937

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merged 2 commits into from Apr 23, 2019

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commented Apr 22, 2019

Add the remaining code and separate it in levels because dx sux.

Basic blending mode -> doesn't enable fbmask on texture shuffle and
triangle primitives.

Medium -> doesn't enable fbmask on triangle primitives.

High mode- > fully enables fbmask, note it's still not on par with
opengl because we miss sw blending for some games.

Also keep in mind that High Blending option on d3d11 is like 1/3 of
Basic Blending option on GL.

A short summary how d3d option behaves compared to gl.

None d3d-> behaves the same
Basic d3d-> even less than 1/3 of Basic opengl.
Medium d3d -> less than 1/3 of Basic opengl.
High d3d -> 1/3 of Basic opengl.

Some game examples and option requirement for direct3d11.
Basic: Fifa Street 1 and 2 (stages and character color), Mission: Impossible – Operation Surma (shadows), Crash Twinsanity (shadows), MVP07 (same as fifa street), NBA Live 07 (same as fifa street), Superman - Shadow of Apokolips (map is no longer dark).
Medium: Sly 2 and 3 (some map shadowing)
High: Captain Tsubasa, Star Wars Battlefront 1 and 2 (some ground rendering), Xenosaga (shadows), Strawberry Shortcake (shadows).

Genji will break on High level because it requires sw blending.

There are potentially others but want to take a break from testing :p

gsdx-d3d11: Adjust fbmask code on d3d11.
Add the remaining code and separate it in levels because dx sux.

Basic blending mode -> doesn't enable fbmask on texture shuffle and
triangle primitives.

Medium -> doesn't enable fbmask on triangle primitives.

High mode- >  fully enables fbmask, note it's still not on par with
opengl because we miss sw blending for some games.

Also keep in mind that High Blending option on d3d11 is like 1/3 of
Basic Blending option on GL.

@lightningterror lightningterror force-pushed the fbmask-d3d-v2 branch 2 times, most recently from 0d45d29 to dcec0c7 Apr 22, 2019

gsdx-gui: Separate opengl and direct3d blending options.
A short summary how d3d option behaves compared to gl.

None d3d-> behaves the same
Basic d3d-> even less than 1/3 of Basic opengl.
Medium d3d -> less than 1/3 of Basic opengl.
High d3d -> 1/3 of Basic opengl.

Note: Medium and High options are mostly intended for debug use.

@lightningterror lightningterror force-pushed the fbmask-d3d-v2 branch from dcec0c7 to ec93938 Apr 23, 2019

@lightningterror lightningterror merged commit c3f36ad into master Apr 23, 2019

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@lightningterror lightningterror deleted the fbmask-d3d-v2 branch Apr 23, 2019

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