Support sw pabe when prims don't overlap on d3d11.
Support sw colclip when prims don't overlap on d3d11. Ultra: When there is no accu blend or recursive blend. Full: When there is no accu blend, or recursive. High: When there is no blend mix, accu blend, recursive. GS-hw: Allow to sample the framebuffer when primitives don't overlap on d3d11. Fb will be read when primitives don't overlap, no need for the mask check now. FBMASK already reads the fb so let's allow it to run sw blending since there will be no cost, only if fbmask is already running. GS-hw: Enable sw blend when prims don't overlap on basic blend with fbmask.
Using a mix of hw/sw will be slower, so let's just do full sw blend, we already read the fb. GS-hw: Disable accumulation blend when there is fbmask with no overlap. GS-hw: Move blend mix condition to blend switch case.
Shouldn't be that slow, right? Also update comments. GS-hw: Move fbmask for texture shuffle on Basic level. d3d11 will require high blending to render properly. GS-hw: Purge TenchuFS, TenchuWoH crc hacks. Full barrier requires full sw blend, disable accumulation mode for it (sw fbmask, date_barrier).
GS-hw: Always enable full sw blend on full barrier, disable accumulation mode (hw/sw blend). Revert "Build: Use git tag for file version on windows" This reverts commit 7f2a9f680664d6d3d6659611f88b6dd921c98c87.īuild: Update file copyright to 2022 Also update the copyright year of SysForwardDefs.hīuild: Use git tag for file version on windows