Merge pull request #1049 from Subv/stencil

Rasterizer: Corrected the stencil implementation.
This commit is contained in:
bunnei 2015-08-29 20:06:25 -04:00
commit 58e9f78844
6 changed files with 111 additions and 28 deletions

View file

@ -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;