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https://github.com/yuzu-emu/yuzu-android.git
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Merge pull request #1049 from Subv/stencil
Rasterizer: Corrected the stencil implementation.
This commit is contained in:
commit
58e9f78844
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@ -441,8 +441,14 @@ struct Regs {
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};
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enum class StencilAction : u32 {
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Keep = 0,
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Xor = 5,
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Keep = 0,
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Zero = 1,
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Replace = 2,
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Increment = 3,
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Decrement = 4,
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Invert = 5,
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IncrementWrap = 6,
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DecrementWrap = 7
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};
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struct {
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@ -481,23 +487,29 @@ struct Regs {
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struct {
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union {
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// Raw value of this register
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u32 raw_func;
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// If true, enable stencil testing
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BitField< 0, 1, u32> enable;
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// Comparison operation for stencil testing
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BitField< 4, 3, CompareFunc> func;
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// Value to calculate the new stencil value from
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BitField< 8, 8, u32> replacement_value;
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// Mask used to control writing to the stencil buffer
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BitField< 8, 8, u32> write_mask;
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// Value to compare against for stencil testing
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BitField<16, 8, u32> reference_value;
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// Mask to apply on stencil test inputs
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BitField<24, 8, u32> mask;
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BitField<24, 8, u32> input_mask;
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};
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union {
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// Raw value of this register
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u32 raw_op;
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// Action to perform when the stencil test fails
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BitField< 0, 3, StencilAction> action_stencil_fail;
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@ -216,14 +216,33 @@ static void SetStencil(int x, int y, u8 value) {
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}
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}
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// TODO: Should the stencil mask be applied to the "dest" or "ref" operands? Most likely not!
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static u8 PerformStencilAction(Regs::StencilAction action, u8 dest, u8 ref) {
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static u8 PerformStencilAction(Regs::StencilAction action, u8 old_stencil, u8 ref) {
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switch (action) {
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case Regs::StencilAction::Keep:
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return dest;
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return old_stencil;
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case Regs::StencilAction::Xor:
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return dest ^ ref;
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case Regs::StencilAction::Zero:
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return 0;
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case Regs::StencilAction::Replace:
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return ref;
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case Regs::StencilAction::Increment:
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// Saturated increment
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return std::min<u8>(old_stencil, 254) + 1;
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case Regs::StencilAction::Decrement:
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// Saturated decrement
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return std::max<u8>(old_stencil, 1) - 1;
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case Regs::StencilAction::Invert:
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return ~old_stencil;
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case Regs::StencilAction::IncrementWrap:
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return old_stencil + 1;
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case Regs::StencilAction::DecrementWrap:
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return old_stencil - 1;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
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@ -783,10 +802,16 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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}
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u8 old_stencil = 0;
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auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) {
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u8 new_stencil = PerformStencilAction(action, old_stencil, stencil_test.reference_value);
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SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
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};
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if (stencil_action_enable) {
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old_stencil = GetStencil(x >> 4, y >> 4);
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u8 dest = old_stencil & stencil_test.mask;
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u8 ref = stencil_test.reference_value & stencil_test.mask;
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u8 dest = old_stencil & stencil_test.input_mask;
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u8 ref = stencil_test.reference_value & stencil_test.input_mask;
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bool pass = false;
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switch (stencil_test.func) {
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@ -824,8 +849,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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}
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if (!pass) {
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u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.replacement_value);
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SetStencil(x >> 4, y >> 4, new_stencil);
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UpdateStencil(stencil_test.action_stencil_fail);
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continue;
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}
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}
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@ -875,23 +899,19 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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}
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if (!pass) {
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if (stencil_action_enable) {
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u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.replacement_value);
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SetStencil(x >> 4, y >> 4, new_stencil);
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}
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if (stencil_action_enable)
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UpdateStencil(stencil_test.action_depth_fail);
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continue;
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}
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if (output_merger.depth_write_enable)
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SetDepth(x >> 4, y >> 4, z);
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if (stencil_action_enable) {
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// TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
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u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.replacement_value);
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SetStencil(x >> 4, y >> 4, new_stencil);
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}
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}
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// The stencil depth_pass action is executed even if depth testing is disabled
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if (stencil_action_enable)
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UpdateStencil(stencil_test.action_depth_pass);
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auto dest = GetPixel(x >> 4, y >> 4);
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Math::Vec4<u8> blend_output = combiner_output;
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@ -269,7 +269,8 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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break;
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// Stencil test
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case PICA_REG_INDEX(output_merger.stencil_test):
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case PICA_REG_INDEX(output_merger.stencil_test.raw_func):
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case PICA_REG_INDEX(output_merger.stencil_test.raw_op):
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SyncStencilTest();
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break;
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@ -676,7 +677,15 @@ void RasterizerOpenGL::SyncLogicOp() {
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}
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void RasterizerOpenGL::SyncStencilTest() {
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// TODO: Implement stencil test, mask, and op
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const auto& regs = Pica::g_state.regs;
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state.stencil.test_enabled = regs.output_merger.stencil_test.enable && regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
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state.stencil.test_func = PicaToGL::CompareFunc(regs.output_merger.stencil_test.func);
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state.stencil.test_ref = regs.output_merger.stencil_test.reference_value;
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state.stencil.test_mask = regs.output_merger.stencil_test.input_mask;
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state.stencil.write_mask = regs.output_merger.stencil_test.write_mask;
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state.stencil.action_stencil_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_stencil_fail);
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state.stencil.action_depth_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_fail);
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state.stencil.action_depth_pass = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_pass);
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}
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void RasterizerOpenGL::SyncDepthTest() {
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@ -867,8 +876,15 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
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fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
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if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
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// TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
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// The bug has been reported to Intel (https://communities.intel.com/message/324464)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
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GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
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} else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
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fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
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}
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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@ -26,6 +26,9 @@ OpenGLState::OpenGLState() {
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stencil.test_ref = 0;
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stencil.test_mask = -1;
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stencil.write_mask = -1;
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stencil.action_depth_fail = GL_KEEP;
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stencil.action_depth_pass = GL_KEEP;
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stencil.action_stencil_fail = GL_KEEP;
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blend.enabled = false;
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blend.src_rgb_func = GL_ONE;
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@ -105,6 +108,12 @@ void OpenGLState::Apply() {
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glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
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}
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if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
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stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
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stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
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glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass);
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}
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// Stencil mask
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if (stencil.write_mask != cur_state.stencil.write_mask) {
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glStencilMask(stencil.write_mask);
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@ -32,6 +32,9 @@ public:
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GLint test_ref; // GL_STENCIL_REF
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GLuint test_mask; // GL_STENCIL_VALUE_MASK
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GLuint write_mask; // GL_STENCIL_WRITEMASK
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GLenum action_stencil_fail; // GL_STENCIL_FAIL
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GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
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GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
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} stencil;
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struct {
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@ -152,6 +152,29 @@ inline GLenum CompareFunc(Pica::Regs::CompareFunc func) {
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return compare_func_table[(unsigned)func];
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}
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inline GLenum StencilOp(Pica::Regs::StencilAction action) {
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static const GLenum stencil_op_table[] = {
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GL_KEEP, // StencilAction::Keep
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GL_ZERO, // StencilAction::Zero
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GL_REPLACE, // StencilAction::Replace
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GL_INCR, // StencilAction::Increment
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GL_DECR, // StencilAction::Decrement
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GL_INVERT, // StencilAction::Invert
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GL_INCR_WRAP, // StencilAction::IncrementWrap
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GL_DECR_WRAP // StencilAction::DecrementWrap
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};
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// Range check table for input
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if ((unsigned)action >= ARRAY_SIZE(stencil_op_table)) {
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LOG_CRITICAL(Render_OpenGL, "Unknown stencil op %d", action);
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UNREACHABLE();
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return GL_KEEP;
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}
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return stencil_op_table[(unsigned)action];
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}
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inline std::array<GLfloat, 4> ColorRGBA8(const u8* bytes) {
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return { { bytes[0] / 255.0f,
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bytes[1] / 255.0f,
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