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GS/HW: Prefer already-RTA-target over SW blend for no-overlap
Saves barriers in Ace Combat and Metal Gear Solid games.
This commit is contained in:
committed by
Connor McLaughlin
parent
6600d09966
commit
d3bcfe0f5c
@@ -4283,7 +4283,7 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
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// Blending with alpha > 1 will be wrong, except BLEND_HW2.
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|| (!(blend_flag & BLEND_HW2) && (alpha_c2_high_one || alpha_c0_high_max_one) && no_prim_overlap)
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// Ad blends are completely wrong without sw blend (Ad is 0.5 not 1 for 128). We can spare a barrier for it.
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|| (blend_ad && no_prim_overlap);
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|| (blend_ad && no_prim_overlap && !new_rt_alpha_scale);
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switch (GSConfig.AccurateBlendingUnit)
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{
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