Rasterizer: Abstract duplicated stencil code into a lambda.
This commit is contained in:
parent
46f660a789
commit
e74825e3d0
1 changed files with 9 additions and 6 deletions
|
@ -791,6 +791,12 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
|
||||||
}
|
}
|
||||||
|
|
||||||
u8 old_stencil = 0;
|
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) {
|
if (stencil_action_enable) {
|
||||||
old_stencil = GetStencil(x >> 4, y >> 4);
|
old_stencil = GetStencil(x >> 4, y >> 4);
|
||||||
u8 dest = old_stencil & stencil_test.input_mask;
|
u8 dest = old_stencil & stencil_test.input_mask;
|
||||||
|
@ -832,8 +838,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!pass) {
|
if (!pass) {
|
||||||
u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.reference_value);
|
UpdateStencil(stencil_test.action_stencil_fail);
|
||||||
SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
|
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -884,8 +889,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
|
||||||
|
|
||||||
if (!pass) {
|
if (!pass) {
|
||||||
if (stencil_action_enable) {
|
if (stencil_action_enable) {
|
||||||
u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.reference_value);
|
UpdateStencil(stencil_test.action_depth_fail);
|
||||||
SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
|
|
||||||
}
|
}
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
@ -895,8 +899,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
|
||||||
|
|
||||||
if (stencil_action_enable) {
|
if (stencil_action_enable) {
|
||||||
// TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
|
// 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.reference_value);
|
UpdateStencil(stencil_test.action_depth_pass);
|
||||||
SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue