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authorbunnei <bunneidev@gmail.com>2015-08-30 02:06:25 +0200
committerbunnei <bunneidev@gmail.com>2015-08-30 02:06:25 +0200
commit58e9f78844168e2770bf0b43d6931569642f27fb (patch)
treef0a3705f7e09bf6a067467553eac2119a691984b
parentMerge pull request #1080 from yuriks/linear-heap-base-typo (diff)
parentHWRenderer: Added a workaround for the Intel Windows driver bug that causes glTexSubImage2D to not change the stencil buffer. (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/pica.h22
-rw-r--r--src/video_core/rasterizer.cpp58
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp24
-rw-r--r--src/video_core/renderer_opengl/gl_state.cpp9
-rw-r--r--src/video_core/renderer_opengl/gl_state.h3
-rw-r--r--src/video_core/renderer_opengl/pica_to_gl.h23
6 files changed, 111 insertions, 28 deletions
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index bb689f2a9..f40684d83 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -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;
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index 4a159da8e..77eadda9e 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -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;
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index f0ccc2397..d29049508 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -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();
diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp
index 871324014..ba47ce8b8 100644
--- a/src/video_core/renderer_opengl/gl_state.cpp
+++ b/src/video_core/renderer_opengl/gl_state.cpp
@@ -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);
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h
index 3e2379021..81e7e0877 100644
--- a/src/video_core/renderer_opengl/gl_state.h
+++ b/src/video_core/renderer_opengl/gl_state.h
@@ -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 {
diff --git a/src/video_core/renderer_opengl/pica_to_gl.h b/src/video_core/renderer_opengl/pica_to_gl.h
index 3b562da86..12806fad5 100644
--- a/src/video_core/renderer_opengl/pica_to_gl.h
+++ b/src/video_core/renderer_opengl/pica_to_gl.h
@@ -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,