SWRenderer: The stencil depth_pass action is executed even if depth testing is disabled.
The HW renderer already did this.
This commit is contained in:
parent
e74825e3d0
commit
8e6336d96b
|
@ -888,21 +888,19 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
|
|||
}
|
||||
|
||||
if (!pass) {
|
||||
if (stencil_action_enable) {
|
||||
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?
|
||||
UpdateStencil(stencil_test.action_depth_pass);
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
|
|
Reference in New Issue