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authorbunnei <bunneidev@gmail.com>2015-08-30 02:06:25 +0200
committerbunnei <bunneidev@gmail.com>2015-08-30 02:06:25 +0200
commit58e9f78844168e2770bf0b43d6931569642f27fb (patch)
treef0a3705f7e09bf6a067467553eac2119a691984b /src/video_core/rasterizer.cpp
parentMerge pull request #1080 from yuriks/linear-heap-base-typo (diff)
parentHWRenderer: Added a workaround for the Intel Windows driver bug that causes glTexSubImage2D to not change the stencil buffer. (diff)
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Diffstat (limited to 'src/video_core/rasterizer.cpp')
-rw-r--r--src/video_core/rasterizer.cpp58
1 files changed, 39 insertions, 19 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index 4a159da8e..77eadda9e 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -216,14 +216,33 @@ static void SetStencil(int x, int y, u8 value) {
}
}
-// TODO: Should the stencil mask be applied to the "dest" or "ref" operands? Most likely not!
-static u8 PerformStencilAction(Regs::StencilAction action, u8 dest, u8 ref) {
+static u8 PerformStencilAction(Regs::StencilAction action, u8 old_stencil, u8 ref) {
switch (action) {
case Regs::StencilAction::Keep:
- return dest;
+ return old_stencil;
- case Regs::StencilAction::Xor:
- return dest ^ ref;
+ case Regs::StencilAction::Zero:
+ return 0;
+
+ case Regs::StencilAction::Replace:
+ return ref;
+
+ case Regs::StencilAction::Increment:
+ // Saturated increment
+ return std::min<u8>(old_stencil, 254) + 1;
+
+ case Regs::StencilAction::Decrement:
+ // Saturated decrement
+ return std::max<u8>(old_stencil, 1) - 1;
+
+ case Regs::StencilAction::Invert:
+ return ~old_stencil;
+
+ case Regs::StencilAction::IncrementWrap:
+ return old_stencil + 1;
+
+ case Regs::StencilAction::DecrementWrap:
+ return old_stencil - 1;
default:
LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
@@ -783,10 +802,16 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
}
u8 old_stencil = 0;
+
+ auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) {
+ u8 new_stencil = PerformStencilAction(action, old_stencil, stencil_test.reference_value);
+ SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
+ };
+
if (stencil_action_enable) {
old_stencil = GetStencil(x >> 4, y >> 4);
- u8 dest = old_stencil & stencil_test.mask;
- u8 ref = stencil_test.reference_value & stencil_test.mask;
+ u8 dest = old_stencil & stencil_test.input_mask;
+ u8 ref = stencil_test.reference_value & stencil_test.input_mask;
bool pass = false;
switch (stencil_test.func) {
@@ -824,8 +849,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
}
if (!pass) {
- u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.replacement_value);
- SetStencil(x >> 4, y >> 4, new_stencil);
+ UpdateStencil(stencil_test.action_stencil_fail);
continue;
}
}
@@ -875,23 +899,19 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
}
if (!pass) {
- if (stencil_action_enable) {
- u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.replacement_value);
- SetStencil(x >> 4, y >> 4, new_stencil);
- }
+ if (stencil_action_enable)
+ UpdateStencil(stencil_test.action_depth_fail);
continue;
}
if (output_merger.depth_write_enable)
SetDepth(x >> 4, y >> 4, z);
-
- if (stencil_action_enable) {
- // TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
- u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.replacement_value);
- SetStencil(x >> 4, y >> 4, new_stencil);
- }
}
+ // The stencil depth_pass action is executed even if depth testing is disabled
+ if (stencil_action_enable)
+ UpdateStencil(stencil_test.action_depth_pass);
+
auto dest = GetPixel(x >> 4, y >> 4);
Math::Vec4<u8> blend_output = combiner_output;