Files
pcsx2/plugins
Gregory Hainaut ae8df002af gsdx-ogl: optimize Cs * As + Cd and Cs * Af + Cd blending
Basically the code does the alpha multiplication in the shader therefore
the blend unit only does a pure addition. This way the multiplication is
accurate and accurate_blending doesn't requires a costly barrier.

This code also avoid variable duplication to make the code more separated.
Hopefully blending can be done in a separated function

It is preliminary work to support fast color clipping with HDR

v2: fix assertion compilation failure

v3: fix regression in not accurate mode

v3: Cs * As/Af is not an accumulation

Those cases don't need the Cd addition and were already optimized anyway

Fix a regression on GoW2
2015-07-30 18:22:59 +02:00
..
2015-01-12 13:27:09 +01:00
2015-06-04 08:55:22 +02:00
2015-06-04 08:55:22 +02:00
2015-06-04 08:55:22 +02:00
2015-02-20 23:05:21 +01:00