diff options
Diffstat (limited to '')
-rw-r--r-- | src/video_core/rasterizer.cpp | 37 |
1 files changed, 24 insertions, 13 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index b83798b0f..000b4542b 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -215,14 +215,25 @@ 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) { +// TODO: Should the stencil mask be applied to the "old_stencil" or "ref" operands? Most likely not! +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::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; default: LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action); @@ -782,8 +793,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, u8 old_stencil = 0; 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) { @@ -821,8 +832,8 @@ 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); + u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.reference_value); + SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); continue; } } @@ -873,8 +884,8 @@ 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); + u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.reference_value); + SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); } continue; } @@ -884,8 +895,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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); + u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.reference_value); + SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); } } |