mirror of
https://git.suyu.dev/suyu/suyu
synced 2024-12-23 09:53:10 -06:00
Merge pull request #1049 from Subv/stencil
Rasterizer: Corrected the stencil implementation.
This commit is contained in:
commit
58e9f78844
6 changed files with 111 additions and 28 deletions
|
@ -441,8 +441,14 @@ struct Regs {
|
|||
};
|
||||
|
||||
enum class StencilAction : u32 {
|
||||
Keep = 0,
|
||||
Xor = 5,
|
||||
Keep = 0,
|
||||
Zero = 1,
|
||||
Replace = 2,
|
||||
Increment = 3,
|
||||
Decrement = 4,
|
||||
Invert = 5,
|
||||
IncrementWrap = 6,
|
||||
DecrementWrap = 7
|
||||
};
|
||||
|
||||
struct {
|
||||
|
@ -481,23 +487,29 @@ struct Regs {
|
|||
|
||||
struct {
|
||||
union {
|
||||
// Raw value of this register
|
||||
u32 raw_func;
|
||||
|
||||
// If true, enable stencil testing
|
||||
BitField< 0, 1, u32> enable;
|
||||
|
||||
// Comparison operation for stencil testing
|
||||
BitField< 4, 3, CompareFunc> func;
|
||||
|
||||
// Value to calculate the new stencil value from
|
||||
BitField< 8, 8, u32> replacement_value;
|
||||
// Mask used to control writing to the stencil buffer
|
||||
BitField< 8, 8, u32> write_mask;
|
||||
|
||||
// Value to compare against for stencil testing
|
||||
BitField<16, 8, u32> reference_value;
|
||||
|
||||
// Mask to apply on stencil test inputs
|
||||
BitField<24, 8, u32> mask;
|
||||
BitField<24, 8, u32> input_mask;
|
||||
};
|
||||
|
||||
union {
|
||||
// Raw value of this register
|
||||
u32 raw_op;
|
||||
|
||||
// Action to perform when the stencil test fails
|
||||
BitField< 0, 3, StencilAction> action_stencil_fail;
|
||||
|
||||
|
|
|
@ -216,14 +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);
|
||||
|
@ -783,10 +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) {
|
||||
|
@ -824,8 +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;
|
||||
}
|
||||
}
|
||||
|
@ -875,23 +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;
|
||||
|
||||
|
|
|
@ -269,7 +269,8 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
|
|||
break;
|
||||
|
||||
// Stencil test
|
||||
case PICA_REG_INDEX(output_merger.stencil_test):
|
||||
case PICA_REG_INDEX(output_merger.stencil_test.raw_func):
|
||||
case PICA_REG_INDEX(output_merger.stencil_test.raw_op):
|
||||
SyncStencilTest();
|
||||
break;
|
||||
|
||||
|
@ -676,7 +677,15 @@ void RasterizerOpenGL::SyncLogicOp() {
|
|||
}
|
||||
|
||||
void RasterizerOpenGL::SyncStencilTest() {
|
||||
// TODO: Implement stencil test, mask, and op
|
||||
const auto& regs = Pica::g_state.regs;
|
||||
state.stencil.test_enabled = regs.output_merger.stencil_test.enable && regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
|
||||
state.stencil.test_func = PicaToGL::CompareFunc(regs.output_merger.stencil_test.func);
|
||||
state.stencil.test_ref = regs.output_merger.stencil_test.reference_value;
|
||||
state.stencil.test_mask = regs.output_merger.stencil_test.input_mask;
|
||||
state.stencil.write_mask = regs.output_merger.stencil_test.write_mask;
|
||||
state.stencil.action_stencil_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_stencil_fail);
|
||||
state.stencil.action_depth_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_fail);
|
||||
state.stencil.action_depth_pass = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_pass);
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SyncDepthTest() {
|
||||
|
@ -867,8 +876,15 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
|
|||
state.Apply();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
|
||||
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
|
||||
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
||||
// TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
|
||||
// The bug has been reported to Intel (https://communities.intel.com/message/324464)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
|
||||
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
|
||||
} else {
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
|
||||
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
|
||||
}
|
||||
|
||||
state.texture_units[0].texture_2d = 0;
|
||||
state.Apply();
|
||||
|
|
|
@ -26,6 +26,9 @@ OpenGLState::OpenGLState() {
|
|||
stencil.test_ref = 0;
|
||||
stencil.test_mask = -1;
|
||||
stencil.write_mask = -1;
|
||||
stencil.action_depth_fail = GL_KEEP;
|
||||
stencil.action_depth_pass = GL_KEEP;
|
||||
stencil.action_stencil_fail = GL_KEEP;
|
||||
|
||||
blend.enabled = false;
|
||||
blend.src_rgb_func = GL_ONE;
|
||||
|
@ -105,6 +108,12 @@ void OpenGLState::Apply() {
|
|||
glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
|
||||
}
|
||||
|
||||
if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
|
||||
stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
|
||||
stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
|
||||
glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass);
|
||||
}
|
||||
|
||||
// Stencil mask
|
||||
if (stencil.write_mask != cur_state.stencil.write_mask) {
|
||||
glStencilMask(stencil.write_mask);
|
||||
|
|
|
@ -32,6 +32,9 @@ public:
|
|||
GLint test_ref; // GL_STENCIL_REF
|
||||
GLuint test_mask; // GL_STENCIL_VALUE_MASK
|
||||
GLuint write_mask; // GL_STENCIL_WRITEMASK
|
||||
GLenum action_stencil_fail; // GL_STENCIL_FAIL
|
||||
GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
|
||||
GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
|
||||
} stencil;
|
||||
|
||||
struct {
|
||||
|
|
|
@ -152,6 +152,29 @@ inline GLenum CompareFunc(Pica::Regs::CompareFunc func) {
|
|||
return compare_func_table[(unsigned)func];
|
||||
}
|
||||
|
||||
inline GLenum StencilOp(Pica::Regs::StencilAction action) {
|
||||
static const GLenum stencil_op_table[] = {
|
||||
GL_KEEP, // StencilAction::Keep
|
||||
GL_ZERO, // StencilAction::Zero
|
||||
GL_REPLACE, // StencilAction::Replace
|
||||
GL_INCR, // StencilAction::Increment
|
||||
GL_DECR, // StencilAction::Decrement
|
||||
GL_INVERT, // StencilAction::Invert
|
||||
GL_INCR_WRAP, // StencilAction::IncrementWrap
|
||||
GL_DECR_WRAP // StencilAction::DecrementWrap
|
||||
};
|
||||
|
||||
// Range check table for input
|
||||
if ((unsigned)action >= ARRAY_SIZE(stencil_op_table)) {
|
||||
LOG_CRITICAL(Render_OpenGL, "Unknown stencil op %d", action);
|
||||
UNREACHABLE();
|
||||
|
||||
return GL_KEEP;
|
||||
}
|
||||
|
||||
return stencil_op_table[(unsigned)action];
|
||||
}
|
||||
|
||||
inline std::array<GLfloat, 4> ColorRGBA8(const u8* bytes) {
|
||||
return { { bytes[0] / 255.0f,
|
||||
bytes[1] / 255.0f,
|
||||
|
|
Loading…
Reference in a new issue