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GS-hw: Improve how we handle AA1 draws #5061

Merged
merged 5 commits into from
Nov 23, 2021
Merged

GS-hw: Improve how we handle AA1 draws #5061

merged 5 commits into from
Nov 23, 2021

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lightningterror
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@lightningterror lightningterror commented Nov 23, 2021

Description of Changes

There is no hw implementation of AA1.
Alpha blending shouldn't be enabled by AA1 flag, only ABE and PABE flags.
This caused alpha blending to be enabled when it shouldn't have.
Also disable Blending when AA1 and ABE or PABE are on on lines.
Lines aren't drawn so no need to do blending on them.

Mask out AA1 on triangles in GSState
AA1 is not supported on hw renderers so ignore flushing the prims on triangles.
Should provide a nice speed boost on games that use AA1 on triangle prims.
When AA1 flag is enabled Z is not written on lines since coverage is always less than 0x80.

Rationale behind Changes

Accuracy, improves how we handle aa1 draws, while there's no actual aa1 hw implementation yet we can make sure the draws are handled properly.
Improves #4674
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PR
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Suggested Testing Steps

Test games which use AA1.

There is no hw implementation of AA1.

Alpha blending shouldn't be enabled by AA1 flag, only ABE and PABE flags.
When AA1 flag is enabled Z is not written on lines since coverage is always less than 0x80.
… lines.

There's no need to blend them since there is no implementation.
AA1 is not supported on hw renderers so ignore flushing the prims on triangles.

Should provide a nice speed boost on games that use AA1 on triangle prims.
@RedDevilus
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This is Fifa 2002 (demo but i expect full game to be affected);
Old:
gs_20211124010038 1 7-2033
New:
gs_20211124005639 1 7-2076

Probably other games affected (not FFX as it is triangles not lines unfortunately)

refractionpcsx2 added a commit that referenced this pull request Nov 24, 2021
refractionpcsx2 added a commit that referenced this pull request Nov 24, 2021
refractionpcsx2 added a commit that referenced this pull request Nov 24, 2021
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3 participants