From 186873420f9f10c65814db8d3a3388cbd21f8444 Mon Sep 17 00:00:00 2001 From: Subv Date: Thu, 20 Aug 2015 10:10:35 -0500 Subject: [PATCH] GPU/Rasterizer: Corrected the stencil implementation. Verified the behavior with hardware tests. --- src/video_core/pica.h | 20 ++++++++++++++----- src/video_core/rasterizer.cpp | 37 +++++++++++++++++++++++------------ 2 files changed, 39 insertions(+), 18 deletions(-) diff --git a/src/video_core/pica.h b/src/video_core/pica.h index 58b924f9e..6383e5d56 100644 --- a/src/video_core/pica.h +++ b/src/video_core/pica.h @@ -441,8 +441,12 @@ struct Regs { }; enum class StencilAction : u32 { - Keep = 0, - Xor = 5, + Keep = 0, + + Replace = 2, + Increment = 3, + Decrement = 4, + Invert = 5 }; struct { @@ -481,23 +485,29 @@ 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; 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(old_stencil, 254) + 1; + + case Regs::StencilAction::Decrement: + // Saturated decrement + return std::max(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)); } }