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https://github.com/yuzu-emu/yuzu-android.git
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gl_state: Update to handle stencil front/back face separately.
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@ -27,13 +27,17 @@ OpenGLState::OpenGLState() {
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color_mask.alpha_enabled = GL_TRUE;
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stencil.test_enabled = false;
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stencil.test_func = GL_ALWAYS;
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stencil.test_ref = 0;
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stencil.test_mask = 0xFF;
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stencil.write_mask = 0xFF;
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stencil.action_depth_fail = GL_KEEP;
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stencil.action_depth_pass = GL_KEEP;
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stencil.action_stencil_fail = GL_KEEP;
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auto reset_stencil = [](auto& config) {
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config.test_func = GL_ALWAYS;
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config.test_ref = 0;
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config.test_mask = 0xFFFFFFFF;
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config.write_mask = 0xFFFFFFFF;
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config.action_depth_fail = GL_KEEP;
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config.action_depth_pass = GL_KEEP;
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config.action_stencil_fail = GL_KEEP;
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};
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reset_stencil(stencil.front);
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reset_stencil(stencil.back);
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blend.enabled = true;
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blend.rgb_equation = GL_FUNC_ADD;
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@ -129,24 +133,23 @@ void OpenGLState::Apply() const {
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glDisable(GL_STENCIL_TEST);
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}
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}
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if (stencil.test_func != cur_state.stencil.test_func ||
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stencil.test_ref != cur_state.stencil.test_ref ||
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stencil.test_mask != cur_state.stencil.test_mask) {
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glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
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}
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if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
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stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
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stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
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glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail,
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stencil.action_depth_pass);
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}
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// Stencil mask
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if (stencil.write_mask != cur_state.stencil.write_mask) {
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glStencilMask(stencil.write_mask);
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}
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auto config_stencil = [](GLenum face, const auto& config, const auto& prev_config) {
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if (config.test_func != prev_config.test_func || config.test_ref != prev_config.test_ref ||
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config.test_mask != prev_config.test_mask) {
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glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask);
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}
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if (config.action_depth_fail != prev_config.action_depth_fail ||
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config.action_depth_pass != prev_config.action_depth_pass ||
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config.action_stencil_fail != prev_config.action_stencil_fail) {
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glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail,
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config.action_depth_pass);
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}
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if (config.write_mask != prev_config.write_mask) {
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glStencilMaskSeparate(face, config.write_mask);
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}
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};
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config_stencil(GL_FRONT, stencil.front, cur_state.stencil.front);
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config_stencil(GL_BACK, stencil.back, cur_state.stencil.back);
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// Blending
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if (blend.enabled != cur_state.blend.enabled) {
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@ -58,14 +58,16 @@ public:
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} color_mask; // GL_COLOR_WRITEMASK
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struct {
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bool test_enabled; // GL_STENCIL_TEST
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GLenum test_func; // GL_STENCIL_FUNC
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GLint test_ref; // GL_STENCIL_REF
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GLuint test_mask; // GL_STENCIL_VALUE_MASK
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GLuint write_mask; // GL_STENCIL_WRITEMASK
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GLenum action_stencil_fail; // GL_STENCIL_FAIL
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GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
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GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
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bool test_enabled; // GL_STENCIL_TEST
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struct {
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GLenum test_func; // GL_STENCIL_FUNC
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GLint test_ref; // GL_STENCIL_REF
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GLuint test_mask; // GL_STENCIL_VALUE_MASK
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GLuint write_mask; // GL_STENCIL_WRITEMASK
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GLenum action_stencil_fail; // GL_STENCIL_FAIL
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GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
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GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
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} front, back;
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} stencil;
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struct {
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