-
-
Notifications
You must be signed in to change notification settings - Fork 1.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
GS-hw: Improve how we handle AA1 draws #5061
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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.
Optimization.
lightningterror
force-pushed
the
aa1-hw-fixup
branch
from
November 23, 2021 20:31
4fb01e9
to
87b4eb5
Compare
… lines. There's no need to blend them since there is no implementation.
lightningterror
force-pushed
the
aa1-hw-fixup
branch
from
November 23, 2021 21:03
87b4eb5
to
2d41291
Compare
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.
lightningterror
force-pushed
the
aa1-hw-fixup
branch
from
November 23, 2021 21:37
2d41291
to
d9b5884
Compare
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
8 tasks
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
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
Master
PR
Suggested Testing Steps
Test games which use AA1.