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https://github.com/yuzu-emu/yuzu-android.git
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gl_state_tracker: Implement dirty flags for stencil testing
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40a2c57df5
commit
37536d7a49
@ -1045,14 +1045,20 @@ void RasterizerOpenGL::SyncDepthTestState() {
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}
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}
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void RasterizerOpenGL::SyncStencilTestState() {
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void RasterizerOpenGL::SyncStencilTestState() {
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auto& maxwell3d = system.GPU().Maxwell3D();
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auto& gpu = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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auto& flags = gpu.dirty.flags;
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if (!flags[Dirty::StencilTest]) {
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return;
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}
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flags[Dirty::StencilTest] = false;
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oglEnable(GL_STENCIL_TEST, regs.stencil_enable);
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const auto& regs = gpu.regs;
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if (!regs.stencil_enable) {
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if (!regs.stencil_enable) {
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glDisable(GL_STENCIL_TEST);
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return;
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return;
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}
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}
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glEnable(GL_STENCIL_TEST);
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glStencilFuncSeparate(GL_FRONT, MaxwellToGL::ComparisonOp(regs.stencil_front_func_func),
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glStencilFuncSeparate(GL_FRONT, MaxwellToGL::ComparisonOp(regs.stencil_front_func_func),
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regs.stencil_front_func_ref, regs.stencil_front_func_mask);
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regs.stencil_front_func_ref, regs.stencil_front_func_mask);
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glStencilOpSeparate(GL_FRONT, MaxwellToGL::StencilOp(regs.stencil_front_op_fail),
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glStencilOpSeparate(GL_FRONT, MaxwellToGL::StencilOp(regs.stencil_front_op_fail),
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@ -136,6 +136,19 @@ void SetupDirtyDepthTest(Tables& tables) {
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table[OFF(depth_test_func)] = DepthTest;
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table[OFF(depth_test_func)] = DepthTest;
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}
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}
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void SetupDirtyStencilTest(Tables& tables) {
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static constexpr std::array offsets = {
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OFF(stencil_enable), OFF(stencil_front_func_func), OFF(stencil_front_func_ref),
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OFF(stencil_front_func_mask), OFF(stencil_front_op_fail), OFF(stencil_front_op_zfail),
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OFF(stencil_front_op_zpass), OFF(stencil_front_mask), OFF(stencil_two_side_enable),
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OFF(stencil_back_func_func), OFF(stencil_back_func_ref), OFF(stencil_back_func_mask),
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OFF(stencil_back_op_fail), OFF(stencil_back_op_zfail), OFF(stencil_back_op_zpass),
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OFF(stencil_back_mask)};
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for (const auto offset : offsets) {
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tables[0][offset] = StencilTest;
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}
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}
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void SetupDirtyBlend(Tables& tables) {
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void SetupDirtyBlend(Tables& tables) {
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FillBlock(tables[0], OFF(blend_color), NUM(blend_color), BlendColor);
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FillBlock(tables[0], OFF(blend_color), NUM(blend_color), BlendColor);
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@ -177,6 +190,7 @@ void StateTracker::Initialize() {
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SetupDirtyVertexFormat(tables);
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SetupDirtyVertexFormat(tables);
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SetupDirtyShaders(tables);
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SetupDirtyShaders(tables);
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SetupDirtyDepthTest(tables);
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SetupDirtyDepthTest(tables);
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SetupDirtyStencilTest(tables);
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SetupDirtyBlend(tables);
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SetupDirtyBlend(tables);
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SetupDirtyMisc(tables);
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SetupDirtyMisc(tables);
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@ -135,6 +135,11 @@ public:
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flags[OpenGL::Dirty::DepthTest] = true;
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flags[OpenGL::Dirty::DepthTest] = true;
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}
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}
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void NotifyStencilTest() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::StencilTest] = true;
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}
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private:
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private:
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Core::System& system;
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Core::System& system;
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};
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};
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@ -585,6 +585,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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state_tracker.NotifyFrontFace();
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state_tracker.NotifyFrontFace();
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state_tracker.NotifyCullTest();
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state_tracker.NotifyCullTest();
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state_tracker.NotifyDepthTest();
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state_tracker.NotifyDepthTest();
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state_tracker.NotifyStencilTest();
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseGeometryShader(0);
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program_manager.UseGeometryShader(0);
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