gl_rasterizer: Implement stencil test.

- Used by Splatoon 2.
This commit is contained in:
bunnei 2018-08-22 00:35:31 -04:00
parent da3da6be90
commit a4ac3bed6c
3 changed files with 58 additions and 4 deletions

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@ -316,16 +316,14 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
using_color_fb = false; using_color_fb = false;
} }
// TODO(bunnei): Implement this const bool has_stencil = regs.stencil_enable;
const bool has_stencil = false;
const bool write_color_fb = const bool write_color_fb =
state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE || 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; state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
const bool write_depth_fb = const bool write_depth_fb =
(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) || (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 color_surface;
Surface depth_surface; Surface depth_surface;
@ -481,6 +479,7 @@ void RasterizerOpenGL::DrawArrays() {
ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true); ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
SyncDepthTestState(); SyncDepthTestState();
SyncStencilTestState();
SyncBlendState(); SyncBlendState();
SyncLogicOpState(); SyncLogicOpState();
SyncCullMode(); SyncCullMode();
@ -871,6 +870,34 @@ void RasterizerOpenGL::SyncDepthTestState() {
state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func); 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() { void RasterizerOpenGL::SyncBlendState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;

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@ -141,6 +141,9 @@ private:
/// Syncs the depth test state to match the guest state /// Syncs the depth test state to match the guest state
void SyncDepthTestState(); void SyncDepthTestState();
/// Syncs the stencil test state to match the guest state
void SyncStencilTestState();
/// Syncs the blend state to match the guest state /// Syncs the blend state to match the guest state
void SyncBlendState(); void SyncBlendState();

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@ -295,6 +295,30 @@ inline GLenum ComparisonOp(Maxwell::ComparisonOp comparison) {
return {}; return {};
} }
inline GLenum StencilOp(Maxwell::StencilOp stencil) {
switch (stencil) {
case Maxwell::StencilOp::Keep:
return GL_KEEP;
case Maxwell::StencilOp::Zero:
return GL_ZERO;
case Maxwell::StencilOp::Replace:
return GL_REPLACE;
case Maxwell::StencilOp::Incr:
return GL_INCR;
case Maxwell::StencilOp::Decr:
return GL_DECR;
case Maxwell::StencilOp::Invert:
return GL_INVERT;
case Maxwell::StencilOp::IncrWrap:
return GL_INCR_WRAP;
case Maxwell::StencilOp::DecrWrap:
return GL_DECR_WRAP;
}
LOG_CRITICAL(Render_OpenGL, "Unimplemented stencil op={}", static_cast<u32>(stencil));
UNREACHABLE();
return {};
}
inline GLenum FrontFace(Maxwell::Cull::FrontFace front_face) { inline GLenum FrontFace(Maxwell::Cull::FrontFace front_face) {
switch (front_face) { switch (front_face) {
case Maxwell::Cull::FrontFace::ClockWise: case Maxwell::Cull::FrontFace::ClockWise: