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Merge pull request #1049 from Subv/stencil

Rasterizer: Corrected the stencil implementation.
This commit is contained in:
bunnei 2015-08-29 20:06:25 -04:00
commit 58e9f78844
6 changed files with 111 additions and 28 deletions

View file

@ -442,7 +442,13 @@ struct Regs {
enum class StencilAction : u32 {
Keep = 0,
Xor = 5,
Zero = 1,
Replace = 2,
Increment = 3,
Decrement = 4,
Invert = 5,
IncrementWrap = 6,
DecrementWrap = 7
};
struct {
@ -481,23 +487,29 @@ struct Regs {
struct {
union {
// Raw value of this register
u32 raw_func;
// If true, enable stencil testing
BitField< 0, 1, u32> enable;
// Comparison operation for stencil testing
BitField< 4, 3, CompareFunc> func;
// Value to calculate the new stencil value from
BitField< 8, 8, u32> replacement_value;
// Mask used to control writing to the stencil buffer
BitField< 8, 8, u32> write_mask;
// Value to compare against for stencil testing
BitField<16, 8, u32> reference_value;
// Mask to apply on stencil test inputs
BitField<24, 8, u32> mask;
BitField<24, 8, u32> input_mask;
};
union {
// Raw value of this register
u32 raw_op;
// Action to perform when the stencil test fails
BitField< 0, 3, StencilAction> action_stencil_fail;

View file

@ -216,14 +216,33 @@ 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) {
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::Zero:
return 0;
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;
case Regs::StencilAction::IncrementWrap:
return old_stencil + 1;
case Regs::StencilAction::DecrementWrap:
return old_stencil - 1;
default:
LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
@ -783,10 +802,16 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
}
u8 old_stencil = 0;
auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) {
u8 new_stencil = PerformStencilAction(action, old_stencil, stencil_test.reference_value);
SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
};
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) {
@ -824,8 +849,7 @@ 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);
UpdateStencil(stencil_test.action_stencil_fail);
continue;
}
}
@ -875,22 +899,18 @@ 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);
}
if (stencil_action_enable)
UpdateStencil(stencil_test.action_depth_fail);
continue;
}
if (output_merger.depth_write_enable)
SetDepth(x >> 4, y >> 4, z);
}
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);
}
}
// The stencil depth_pass action is executed even if depth testing is disabled
if (stencil_action_enable)
UpdateStencil(stencil_test.action_depth_pass);
auto dest = GetPixel(x >> 4, y >> 4);
Math::Vec4<u8> blend_output = combiner_output;

View file

@ -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);
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();

View file

@ -26,6 +26,9 @@ OpenGLState::OpenGLState() {
stencil.test_ref = 0;
stencil.test_mask = -1;
stencil.write_mask = -1;
stencil.action_depth_fail = GL_KEEP;
stencil.action_depth_pass = GL_KEEP;
stencil.action_stencil_fail = GL_KEEP;
blend.enabled = false;
blend.src_rgb_func = GL_ONE;
@ -105,6 +108,12 @@ void OpenGLState::Apply() {
glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
}
if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass);
}
// Stencil mask
if (stencil.write_mask != cur_state.stencil.write_mask) {
glStencilMask(stencil.write_mask);

View file

@ -32,6 +32,9 @@ public:
GLint test_ref; // GL_STENCIL_REF
GLuint test_mask; // GL_STENCIL_VALUE_MASK
GLuint write_mask; // GL_STENCIL_WRITEMASK
GLenum action_stencil_fail; // GL_STENCIL_FAIL
GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
} stencil;
struct {

View file

@ -152,6 +152,29 @@ inline GLenum CompareFunc(Pica::Regs::CompareFunc func) {
return compare_func_table[(unsigned)func];
}
inline GLenum StencilOp(Pica::Regs::StencilAction action) {
static const GLenum stencil_op_table[] = {
GL_KEEP, // StencilAction::Keep
GL_ZERO, // StencilAction::Zero
GL_REPLACE, // StencilAction::Replace
GL_INCR, // StencilAction::Increment
GL_DECR, // StencilAction::Decrement
GL_INVERT, // StencilAction::Invert
GL_INCR_WRAP, // StencilAction::IncrementWrap
GL_DECR_WRAP // StencilAction::DecrementWrap
};
// Range check table for input
if ((unsigned)action >= ARRAY_SIZE(stencil_op_table)) {
LOG_CRITICAL(Render_OpenGL, "Unknown stencil op %d", action);
UNREACHABLE();
return GL_KEEP;
}
return stencil_op_table[(unsigned)action];
}
inline std::array<GLfloat, 4> ColorRGBA8(const u8* bytes) {
return { { bytes[0] / 255.0f,
bytes[1] / 255.0f,