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	GPU/Rasterizer: Corrected the stencil implementation.
Verified the behavior with hardware tests.
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					 2 changed files with 39 additions and 18 deletions
				
			
		|  | @ -441,8 +441,12 @@ struct Regs { | |||
|     }; | ||||
| 
 | ||||
|     enum class StencilAction : u32 { | ||||
|         Keep = 0, | ||||
|         Xor  = 5, | ||||
|         Keep      = 0, | ||||
| 
 | ||||
|         Replace   = 2, | ||||
|         Increment = 3, | ||||
|         Decrement = 4, | ||||
|         Invert    = 5 | ||||
|     }; | ||||
| 
 | ||||
|     struct { | ||||
|  | @ -481,23 +485,29 @@ 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; | ||||
| 
 | ||||
|  |  | |||
|  | @ -215,14 +215,25 @@ 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) { | ||||
| // TODO: Should the stencil mask be applied to the "old_stencil" or "ref" operands? Most likely not!
 | ||||
| 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::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; | ||||
| 
 | ||||
|     default: | ||||
|         LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action); | ||||
|  | @ -782,8 +793,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||
|             u8 old_stencil = 0; | ||||
|             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 +832,8 @@ 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); | ||||
|                     u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.reference_value); | ||||
|                     SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); | ||||
|                     continue; | ||||
|                 } | ||||
|             } | ||||
|  | @ -873,8 +884,8 @@ 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); | ||||
|                         u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.reference_value); | ||||
|                         SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); | ||||
|                     } | ||||
|                     continue; | ||||
|                 } | ||||
|  | @ -884,8 +895,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||
| 
 | ||||
|                 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); | ||||
|                     u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.reference_value); | ||||
|                     SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|  |  | |||
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