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@ -791,6 +791,12 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, |
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} |
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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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old_stencil = GetStencil(x >> 4, y >> 4); |
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u8 dest = old_stencil & stencil_test.input_mask; |
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@ -832,8 +838,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, |
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} |
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if (!pass) { |
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u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, 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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UpdateStencil(stencil_test.action_stencil_fail); |
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continue; |
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} |
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} |
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@ -884,8 +889,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, |
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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.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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UpdateStencil(stencil_test.action_depth_fail); |
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} |
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continue; |
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} |
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@ -895,8 +899,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, |
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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.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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UpdateStencil(stencil_test.action_depth_pass); |
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} |
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} |
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