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@ -216,14 +216,33 @@ static void SetStencil(int x, int y, u8 value) { |
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} |
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} |
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} |
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} |
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// TODO: Should the stencil mask be applied to the "dest" or "ref" operands? Most likely not!
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static u8 PerformStencilAction(Regs::StencilAction action, u8 dest, u8 ref) { |
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static u8 PerformStencilAction(Regs::StencilAction action, u8 old_stencil, u8 ref) { |
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switch (action) { |
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switch (action) { |
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case Regs::StencilAction::Keep: |
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case Regs::StencilAction::Keep: |
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return dest; |
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return old_stencil; |
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case Regs::StencilAction::Zero: |
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return 0; |
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case Regs::StencilAction::Replace: |
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return ref; |
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case Regs::StencilAction::Increment: |
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// Saturated increment
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return std::min<u8>(old_stencil, 254) + 1; |
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case Regs::StencilAction::Xor: |
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return dest ^ ref; |
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case Regs::StencilAction::Decrement: |
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// Saturated decrement
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return std::max<u8>(old_stencil, 1) - 1; |
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case Regs::StencilAction::Invert: |
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return ~old_stencil; |
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case Regs::StencilAction::IncrementWrap: |
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return old_stencil + 1; |
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case Regs::StencilAction::DecrementWrap: |
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return old_stencil - 1; |
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default: |
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default: |
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LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action); |
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LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action); |
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@ -783,10 +802,16 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, |
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} |
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} |
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u8 old_stencil = 0; |
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u8 old_stencil = 0; |
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auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) { |
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u8 new_stencil = PerformStencilAction(action, old_stencil, stencil_test.reference_value); |
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SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); |
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}; |
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if (stencil_action_enable) { |
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if (stencil_action_enable) { |
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old_stencil = GetStencil(x >> 4, y >> 4); |
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old_stencil = GetStencil(x >> 4, y >> 4); |
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u8 dest = old_stencil & stencil_test.mask; |
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u8 ref = stencil_test.reference_value & stencil_test.mask; |
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u8 dest = old_stencil & stencil_test.input_mask; |
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u8 ref = stencil_test.reference_value & stencil_test.input_mask; |
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bool pass = false; |
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bool pass = false; |
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switch (stencil_test.func) { |
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switch (stencil_test.func) { |
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@ -824,8 +849,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, |
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} |
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} |
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if (!pass) { |
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if (!pass) { |
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u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.replacement_value); |
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SetStencil(x >> 4, y >> 4, new_stencil); |
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UpdateStencil(stencil_test.action_stencil_fail); |
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continue; |
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continue; |
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} |
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} |
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} |
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} |
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@ -875,23 +899,19 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, |
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} |
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} |
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if (!pass) { |
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if (!pass) { |
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if (stencil_action_enable) { |
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u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.replacement_value); |
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SetStencil(x >> 4, y >> 4, new_stencil); |
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} |
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if (stencil_action_enable) |
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UpdateStencil(stencil_test.action_depth_fail); |
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continue; |
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continue; |
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} |
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} |
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if (output_merger.depth_write_enable) |
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if (output_merger.depth_write_enable) |
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SetDepth(x >> 4, y >> 4, z); |
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SetDepth(x >> 4, y >> 4, z); |
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if (stencil_action_enable) { |
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// TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
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u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.replacement_value); |
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SetStencil(x >> 4, y >> 4, new_stencil); |
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} |
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} |
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} |
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// The stencil depth_pass action is executed even if depth testing is disabled
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if (stencil_action_enable) |
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UpdateStencil(stencil_test.action_depth_pass); |
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auto dest = GetPixel(x >> 4, y >> 4); |
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auto dest = GetPixel(x >> 4, y >> 4); |
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Math::Vec4<u8> blend_output = combiner_output; |
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Math::Vec4<u8> blend_output = combiner_output; |
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