diff options
Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 24 |
1 files changed, 20 insertions, 4 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index f0ccc2397..d29049508 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -269,7 +269,8 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { break; // Stencil test - case PICA_REG_INDEX(output_merger.stencil_test): + case PICA_REG_INDEX(output_merger.stencil_test.raw_func): + case PICA_REG_INDEX(output_merger.stencil_test.raw_op): SyncStencilTest(); break; @@ -676,7 +677,15 @@ void RasterizerOpenGL::SyncLogicOp() { } void RasterizerOpenGL::SyncStencilTest() { - // TODO: Implement stencil test, mask, and op + const auto& regs = Pica::g_state.regs; + state.stencil.test_enabled = regs.output_merger.stencil_test.enable && regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8; + state.stencil.test_func = PicaToGL::CompareFunc(regs.output_merger.stencil_test.func); + state.stencil.test_ref = regs.output_merger.stencil_test.reference_value; + state.stencil.test_mask = regs.output_merger.stencil_test.input_mask; + state.stencil.write_mask = regs.output_merger.stencil_test.write_mask; + state.stencil.action_stencil_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_stencil_fail); + state.stencil.action_depth_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_fail); + state.stencil.action_depth_pass = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_pass); } void RasterizerOpenGL::SyncDepthTest() { @@ -867,8 +876,15 @@ void RasterizerOpenGL::ReloadDepthBuffer() { state.Apply(); glActiveTexture(GL_TEXTURE0); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height, - fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get()); + if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) { + // TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer. + // The bug has been reported to Intel (https://communities.intel.com/message/324464) + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0, + GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get()); + } else { + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height, + fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get()); + } state.texture_units[0].texture_2d = 0; state.Apply(); |