diff options
| author | bunnei <bunneidev@gmail.com> | 2018-08-22 00:35:31 -0400 |
|---|---|---|
| committer | bunnei <bunneidev@gmail.com> | 2018-08-23 11:08:49 -0400 |
| commit | a4ac3bed6cfd8ea8c2f13eacc73412a3f7395d58 (patch) | |
| tree | 37c8529b9f2037dfb2072a248e4d257edc6144d7 /src/video_core/renderer_opengl/gl_rasterizer.cpp | |
| parent | da3da6be901a68a42b2aa9dacf5abe716bb75c5b (diff) | |
gl_rasterizer: Implement stencil test.
- Used by Splatoon 2.
Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 35 |
1 files changed, 31 insertions, 4 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 954ec10ca..8bfa75b84 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -316,16 +316,14 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c using_color_fb = false; } - // TODO(bunnei): Implement this - const bool has_stencil = false; - + const bool has_stencil = regs.stencil_enable; const bool write_color_fb = state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE || state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE; const bool write_depth_fb = (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) || - (has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0); + (has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask)); Surface color_surface; Surface depth_surface; @@ -481,6 +479,7 @@ void RasterizerOpenGL::DrawArrays() { ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true); SyncDepthTestState(); + SyncStencilTestState(); SyncBlendState(); SyncLogicOpState(); SyncCullMode(); @@ -871,6 +870,34 @@ void RasterizerOpenGL::SyncDepthTestState() { state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func); } +void RasterizerOpenGL::SyncStencilTestState() { + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; + state.stencil.test_enabled = regs.stencil_enable != 0; + + if (!regs.stencil_enable) { + return; + } + + // TODO(bunnei): Verify behavior when this is not set + ASSERT(regs.stencil_two_side_enable); + + state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func); + state.stencil.front.test_ref = regs.stencil_front_func_ref; + state.stencil.front.test_mask = regs.stencil_front_func_mask; + state.stencil.front.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_fail); + state.stencil.front.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_zfail); + state.stencil.front.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_front_op_zpass); + state.stencil.front.write_mask = regs.stencil_front_mask; + + state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func); + state.stencil.back.test_ref = regs.stencil_back_func_ref; + state.stencil.back.test_mask = regs.stencil_back_func_mask; + state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail); + state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail); + state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass); + state.stencil.back.write_mask = regs.stencil_back_mask; +} + void RasterizerOpenGL::SyncBlendState() { const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; |
