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-rw-r--r--src/video_core/rasterizer.cpp37
1 files changed, 24 insertions, 13 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index b83798b0f..000b4542b 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -215,14 +215,25 @@ static void SetStencil(int x, int y, u8 value) {
}
}
-// TODO: Should the stencil mask be applied to the "dest" or "ref" operands? Most likely not!
-static u8 PerformStencilAction(Regs::StencilAction action, u8 dest, u8 ref) {
+// TODO: Should the stencil mask be applied to the "old_stencil" or "ref" operands? Most likely not!
+static u8 PerformStencilAction(Regs::StencilAction action, u8 old_stencil, u8 ref) {
switch (action) {
case Regs::StencilAction::Keep:
- return dest;
+ return old_stencil;
- case Regs::StencilAction::Xor:
- return dest ^ ref;
+ case Regs::StencilAction::Replace:
+ return ref;
+
+ case Regs::StencilAction::Increment:
+ // Saturated increment
+ return std::min<u8>(old_stencil, 254) + 1;
+
+ case Regs::StencilAction::Decrement:
+ // Saturated decrement
+ return std::max<u8>(old_stencil, 1) - 1;
+
+ case Regs::StencilAction::Invert:
+ return ~old_stencil;
default:
LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
@@ -782,8 +793,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
u8 old_stencil = 0;
if (stencil_action_enable) {
old_stencil = GetStencil(x >> 4, y >> 4);
- u8 dest = old_stencil & stencil_test.mask;
- u8 ref = stencil_test.reference_value & stencil_test.mask;
+ u8 dest = old_stencil & stencil_test.input_mask;
+ u8 ref = stencil_test.reference_value & stencil_test.input_mask;
bool pass = false;
switch (stencil_test.func) {
@@ -821,8 +832,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
}
if (!pass) {
- u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.replacement_value);
- SetStencil(x >> 4, y >> 4, new_stencil);
+ 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));
continue;
}
}
@@ -873,8 +884,8 @@ 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.replacement_value);
- SetStencil(x >> 4, y >> 4, new_stencil);
+ 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));
}
continue;
}
@@ -884,8 +895,8 @@ 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.replacement_value);
- SetStencil(x >> 4, y >> 4, new_stencil);
+ 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));
}
}