Files
ppsspp/GPU
Henrik RydgårdandClaude Opus 5.5 6a668eed27 Metal: Use programmable blending for shader blending
On Apple GPUs, the fragment shader reads the framebuffer directly
([[color(0)]]) instead of blending against a copy of it. The Vulkan GLSL
generator path for this was already there apart from the input
declaration: SPIRV-Cross turns the subpassInput into framebuffer fetch.
The Vulkan backend never sets the fetch bit.

Reading the framebuffer as it is also sees earlier triangles of the same
draw, like the PSP does, where the copy only had what was there before
the draw. Of the dumps in ppsspp-framedumps whose output changes, all
ten with a PSP capture got closer to it, Tenchu's from about 10000
differing pixels to 900. Ridge Racer runs about 6% faster.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 12:02:22 +02:00
..
2026-10-16 13:27:26 +02:00
2026-10-19 12:02:22 +02:00
2026-06-02 14:53:37 +02:00
2026-10-19 12:02:22 +02:00