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	Rasterizer: Abstract duplicated stencil code into a lambda.
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					 1 changed files with 9 additions and 6 deletions
				
			
		|  | @ -791,6 +791,12 @@ 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.input_mask; | ||||
|  | @ -832,8 +838,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||
|                 } | ||||
| 
 | ||||
|                 if (!pass) { | ||||
|                     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)); | ||||
|                     UpdateStencil(stencil_test.action_stencil_fail); | ||||
|                     continue; | ||||
|                 } | ||||
|             } | ||||
|  | @ -884,8 +889,7 @@ 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.reference_value); | ||||
|                         SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); | ||||
|                         UpdateStencil(stencil_test.action_depth_fail); | ||||
|                     } | ||||
|                     continue; | ||||
|                 } | ||||
|  | @ -895,8 +899,7 @@ 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.reference_value); | ||||
|                     SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); | ||||
|                     UpdateStencil(stencil_test.action_depth_pass); | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|  |  | |||
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