yuzu-emu
/
yuzu-android
Archived
1
0
Fork 0

Enable depth test on stencil clear path

This commit is contained in:
Kelebek1 2023-09-28 21:16:49 +01:00
parent df56ecc318
commit 1a246bf135
2 changed files with 5 additions and 2 deletions

View File

@ -609,6 +609,8 @@ void BlitImageHelper::ClearDepthStencil(const Framebuffer* dst_framebuffer, bool
const VkPipelineLayout layout = *clear_color_pipeline_layout; const VkPipelineLayout layout = *clear_color_pipeline_layout;
scheduler.RequestRenderpass(dst_framebuffer); scheduler.RequestRenderpass(dst_framebuffer);
scheduler.Record([pipeline, layout, clear_depth, dst_region](vk::CommandBuffer cmdbuf) { scheduler.Record([pipeline, layout, clear_depth, dst_region](vk::CommandBuffer cmdbuf) {
constexpr std::array blend_constants{0.0f, 0.0f, 0.0f, 0.0f};
cmdbuf.SetBlendConstants(blend_constants.data());
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
BindBlitState(cmdbuf, dst_region); BindBlitState(cmdbuf, dst_region);
cmdbuf.PushConstants(layout, VK_SHADER_STAGE_FRAGMENT_BIT, clear_depth); cmdbuf.PushConstants(layout, VK_SHADER_STAGE_FRAGMENT_BIT, clear_depth);
@ -865,7 +867,7 @@ VkPipeline BlitImageHelper::FindOrEmplaceClearStencilPipeline(
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO, .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.pNext = nullptr, .pNext = nullptr,
.flags = 0, .flags = 0,
.depthTestEnable = VK_FALSE, .depthTestEnable = key.depth_clear,
.depthWriteEnable = key.depth_clear, .depthWriteEnable = key.depth_clear,
.depthCompareOp = VK_COMPARE_OP_ALWAYS, .depthCompareOp = VK_COMPARE_OP_ALWAYS,
.depthBoundsTestEnable = VK_FALSE, .depthBoundsTestEnable = VK_FALSE,

View File

@ -429,7 +429,8 @@ void RasterizerVulkan::Clear(u32 layer_count) {
return; return;
} }
if (use_stencil && regs.stencil_front_mask != 0xFF && regs.stencil_front_mask != 0) { if (use_stencil && framebuffer->HasAspectStencilBit() && regs.stencil_front_mask != 0xFF &&
regs.stencil_front_mask != 0) {
Region2D dst_region = { Region2D dst_region = {
Offset2D{.x = clear_rect.rect.offset.x, .y = clear_rect.rect.offset.y}, Offset2D{.x = clear_rect.rect.offset.x, .y = clear_rect.rect.offset.y},
Offset2D{.x = clear_rect.rect.offset.x + static_cast<s32>(clear_rect.rect.extent.width), Offset2D{.x = clear_rect.rect.offset.x + static_cast<s32>(clear_rect.rect.extent.width),