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GS/HW: Add support for blend second pass for hw blending. #10994
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Nah that was an error, had a condition inverted so this won't be affected once I update the pr. |
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Will this PR match the Direct3D blending to the blending of Vulkan (Blending Level High) and the Software renderer for Knight Rider - The Game? Single Frame GS-Dump: |
No |
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Allows us to blend Cd with full alpha range of 0-2 bypassing hw blend limitations. Not all Cd cases are covered, but it's a good start. Also allows us to do Ad cases where we can double the blend to get the proper blend result since Ad range is 0-1 instead of 0-2.
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This PR fixed #11001 |
Description of Changes
Allows us to blend Cd with alpha range of 0-2 instead of 0-1. Not all Cd cases are covered, but it's a good start.
Second best scenario, something between sw rendering and previous hw rendering, there may be a slight performance impact, but nothing like reading the framebuffer.
Also allows us to do Ad cases where we can double the blend to get the
proper blend result since Ad range is 0-1 instead of 0-2.
Rationale behind Changes
Make hw blending suck even less, will help Direct3D.
Suggested Testing Steps
Test various of games that previously were broken on Direct3D or needed higher blending on Direct3D.
This won't affect Vk/GL unless we turn off barriers, so the same games can be smoke test on them just to know nothing broke.
There's 2 dumps I need to check and make sure they aren't actually broken so don't merge, image comparisons of fixes soon™.
Eye candy comparisons, DX basic blend: