diff options
Diffstat (limited to 'src/video_core/rasterizer.cpp')
| -rw-r--r-- | src/video_core/rasterizer.cpp | 61 |
1 files changed, 42 insertions, 19 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index b83798b0f..77eadda9e 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -7,6 +7,7 @@ #include "common/color.h" #include "common/common_types.h" #include "common/math_util.h" +#include "common/microprofile.h" #include "common/profiler.h" #include "core/hw/gpu.h" @@ -215,14 +216,33 @@ 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) { +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::Zero: + return 0; + + 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; + + case Regs::StencilAction::IncrementWrap: + return old_stencil + 1; + + case Regs::StencilAction::DecrementWrap: + return old_stencil - 1; default: LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action); @@ -267,6 +287,7 @@ static int SignedArea (const Math::Vec2<Fix12P4>& vtx1, }; static Common::Profiling::TimingCategory rasterization_category("Rasterization"); +MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); /** * Helper function for ProcessTriangle with the "reversed" flag to allow for implementing @@ -279,6 +300,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, { const auto& regs = g_state.regs; Common::Profiling::ScopeTimer timer(rasterization_category); + MICROPROFILE_SCOPE(GPU_Rasterization); // vertex positions in rasterizer coordinates static auto FloatToFix = [](float24 flt) { @@ -780,10 +802,16 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } u8 old_stencil = 0; + + auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) { + u8 new_stencil = PerformStencilAction(action, old_stencil, stencil_test.reference_value); + SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); + }; + 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 +849,7 @@ 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); + UpdateStencil(stencil_test.action_stencil_fail); continue; } } @@ -872,23 +899,19 @@ 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); - } + if (stencil_action_enable) + UpdateStencil(stencil_test.action_depth_fail); continue; } if (output_merger.depth_write_enable) SetDepth(x >> 4, y >> 4, z); - - 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); - } } + // The stencil depth_pass action is executed even if depth testing is disabled + if (stencil_action_enable) + UpdateStencil(stencil_test.action_depth_pass); + auto dest = GetPixel(x >> 4, y >> 4); Math::Vec4<u8> blend_output = combiner_output; |
