GPU/Rasterizer: Corrected the stencil implementation.
Verified the behavior with hardware tests.
This commit is contained in:
parent
ef7eb8bc4c
commit
186873420f
|
@ -441,8 +441,12 @@ struct Regs {
|
|||
};
|
||||
|
||||
enum class StencilAction : u32 {
|
||||
Keep = 0,
|
||||
Xor = 5,
|
||||
Keep = 0,
|
||||
|
||||
Replace = 2,
|
||||
Increment = 3,
|
||||
Decrement = 4,
|
||||
Invert = 5
|
||||
};
|
||||
|
||||
struct {
|
||||
|
@ -481,23 +485,29 @@ struct Regs {
|
|||
|
||||
struct {
|
||||
union {
|
||||
// Raw value of this register
|
||||
u32 raw_func;
|
||||
|
||||
// If true, enable stencil testing
|
||||
BitField< 0, 1, u32> enable;
|
||||
|
||||
// Comparison operation for stencil testing
|
||||
BitField< 4, 3, CompareFunc> func;
|
||||
|
||||
// Value to calculate the new stencil value from
|
||||
BitField< 8, 8, u32> replacement_value;
|
||||
// Mask used to control writing to the stencil buffer
|
||||
BitField< 8, 8, u32> write_mask;
|
||||
|
||||
// Value to compare against for stencil testing
|
||||
BitField<16, 8, u32> reference_value;
|
||||
|
||||
// Mask to apply on stencil test inputs
|
||||
BitField<24, 8, u32> mask;
|
||||
BitField<24, 8, u32> input_mask;
|
||||
};
|
||||
|
||||
union {
|
||||
// Raw value of this register
|
||||
u32 raw_op;
|
||||
|
||||
// Action to perform when the stencil test fails
|
||||
BitField< 0, 3, StencilAction> action_stencil_fail;
|
||||
|
||||
|
|
|
@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Reference in New Issue