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authorbunnei <bunneidev@gmail.com>2018-08-22 06:35:31 +0200
committerbunnei <bunneidev@gmail.com>2018-08-23 17:08:49 +0200
commita4ac3bed6cfd8ea8c2f13eacc73412a3f7395d58 (patch)
tree37c8529b9f2037dfb2072a248e4d257edc6144d7 /src/video_core/renderer_opengl/gl_rasterizer.cpp
parentgl_rasterizer: Implement partial color clear and stencil clear. (diff)
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp35
1 files changed, 31 insertions, 4 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 954ec10ca..8bfa75b84 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -316,16 +316,14 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
using_color_fb = false;
}
- // TODO(bunnei): Implement this
- const bool has_stencil = false;
-
+ const bool has_stencil = regs.stencil_enable;
const bool write_color_fb =
state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
const bool write_depth_fb =
(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
- (has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
+ (has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
Surface color_surface;
Surface depth_surface;
@@ -481,6 +479,7 @@ void RasterizerOpenGL::DrawArrays() {
ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
SyncDepthTestState();
+ SyncStencilTestState();
SyncBlendState();
SyncLogicOpState();
SyncCullMode();
@@ -871,6 +870,34 @@ void RasterizerOpenGL::SyncDepthTestState() {
state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
}
+void RasterizerOpenGL::SyncStencilTestState() {
+ const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
+ state.stencil.test_enabled = regs.stencil_enable != 0;
+
+ if (!regs.stencil_enable) {
+ return;
+ }
+
+ // TODO(bunnei): Verify behavior when this is not set
+ ASSERT(regs.stencil_two_side_enable);
+
+ state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func);
+ state.stencil.front.test_ref = regs.stencil_front_func_ref;
+ state.stencil.front.test_mask = regs.stencil_front_func_mask;
+ state.stencil.front.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_fail);
+ state.stencil.front.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_zfail);
+ state.stencil.front.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_front_op_zpass);
+ state.stencil.front.write_mask = regs.stencil_front_mask;
+
+ state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func);
+ state.stencil.back.test_ref = regs.stencil_back_func_ref;
+ state.stencil.back.test_mask = regs.stencil_back_func_mask;
+ state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail);
+ state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail);
+ state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass);
+ state.stencil.back.write_mask = regs.stencil_back_mask;
+}
+
void RasterizerOpenGL::SyncBlendState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;