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gl_rasterizer: Fix stencil testing

* Fix stencil dirty flags tracking when stencil is disabled
* Attach stencil on clears (previously it only attached depth)
* Attach stencil on drawing regardless of stencil testing being enabled
This commit is contained in:
ReinUsesLisp 2019-09-03 23:19:31 -03:00
parent 922c7f4e51
commit 7bbc98cfc3
1 changed files with 11 additions and 11 deletions

View File

@ -537,8 +537,7 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
texture_cache.MarkDepthBufferInUse(); texture_cache.MarkDepthBufferInUse();
fbkey.zeta = depth_surface; fbkey.zeta = depth_surface;
fbkey.stencil_enable = regs.stencil_enable && fbkey.stencil_enable = depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
} }
texture_cache.GuardRenderTargets(false); texture_cache.GuardRenderTargets(false);
@ -577,16 +576,15 @@ void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, boo
if (depth_surface) { if (depth_surface) {
const auto& params = depth_surface->GetSurfaceParams(); const auto& params = depth_surface->GetSurfaceParams();
switch (params.type) { switch (params.type) {
case VideoCore::Surface::SurfaceType::Depth: { case VideoCore::Surface::SurfaceType::Depth:
depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER); depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
break; break;
} case VideoCore::Surface::SurfaceType::DepthStencil:
case VideoCore::Surface::SurfaceType::DepthStencil: { depth_surface->Attach(GL_DEPTH_STENCIL_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
break; break;
} default:
default: { UNIMPLEMENTED(); } UNIMPLEMENTED();
} }
} else { } else {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
@ -639,6 +637,7 @@ void RasterizerOpenGL::Clear() {
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!"); ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
use_stencil = true; use_stencil = true;
clear_state.stencil.test_enabled = true; clear_state.stencil.test_enabled = true;
if (regs.clear_flags.stencil) { if (regs.clear_flags.stencil) {
// Stencil affects the clear so fill it with the used masks // Stencil affects the clear so fill it with the used masks
clear_state.stencil.front.test_func = GL_ALWAYS; clear_state.stencil.front.test_func = GL_ALWAYS;
@ -1119,9 +1118,12 @@ void RasterizerOpenGL::SyncStencilTestState() {
if (!maxwell3d.dirty.stencil_test) { if (!maxwell3d.dirty.stencil_test) {
return; return;
} }
const auto& regs = maxwell3d.regs; maxwell3d.dirty.stencil_test = false;
const auto& regs = maxwell3d.regs;
state.stencil.test_enabled = regs.stencil_enable != 0; state.stencil.test_enabled = regs.stencil_enable != 0;
state.MarkDirtyStencilState();
if (!regs.stencil_enable) { if (!regs.stencil_enable) {
return; return;
} }
@ -1150,8 +1152,6 @@ void RasterizerOpenGL::SyncStencilTestState() {
state.stencil.back.action_depth_fail = GL_KEEP; state.stencil.back.action_depth_fail = GL_KEEP;
state.stencil.back.action_depth_pass = GL_KEEP; state.stencil.back.action_depth_pass = GL_KEEP;
} }
state.MarkDirtyStencilState();
maxwell3d.dirty.stencil_test = false;
} }
void RasterizerOpenGL::SyncColorMask() { void RasterizerOpenGL::SyncColorMask() {