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gl_state: Remove stencil test tracking
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07a954e67f
commit
7d9a5e9e30
@ -427,32 +427,6 @@ void RasterizerOpenGL::Clear() {
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if (regs.clear_buffers.S) {
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
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use_stencil = true;
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clear_state.stencil.test_enabled = true;
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if (regs.clear_flags.stencil) {
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// Stencil affects the clear so fill it with the used masks
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clear_state.stencil.front.test_func = GL_ALWAYS;
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clear_state.stencil.front.test_mask = regs.stencil_front_func_mask;
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clear_state.stencil.front.action_stencil_fail = GL_KEEP;
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clear_state.stencil.front.action_depth_fail = GL_KEEP;
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clear_state.stencil.front.action_depth_pass = GL_KEEP;
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clear_state.stencil.front.write_mask = regs.stencil_front_mask;
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if (regs.stencil_two_side_enable) {
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clear_state.stencil.back.test_func = GL_ALWAYS;
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clear_state.stencil.back.test_mask = regs.stencil_back_func_mask;
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clear_state.stencil.back.action_stencil_fail = GL_KEEP;
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clear_state.stencil.back.action_depth_fail = GL_KEEP;
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clear_state.stencil.back.action_depth_pass = GL_KEEP;
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clear_state.stencil.back.write_mask = regs.stencil_back_mask;
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} else {
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clear_state.stencil.back.test_func = GL_ALWAYS;
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clear_state.stencil.back.test_mask = 0xFFFFFFFF;
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clear_state.stencil.back.write_mask = 0xFFFFFFFF;
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clear_state.stencil.back.action_stencil_fail = GL_KEEP;
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clear_state.stencil.back.action_depth_fail = GL_KEEP;
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clear_state.stencil.back.action_depth_pass = GL_KEEP;
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}
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}
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}
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if (!use_color && !use_depth && !use_stencil) {
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@ -1011,35 +985,30 @@ void RasterizerOpenGL::SyncDepthTestState() {
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void RasterizerOpenGL::SyncStencilTestState() {
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auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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state.stencil.test_enabled = regs.stencil_enable != 0;
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oglEnable(GL_STENCIL_TEST, regs.stencil_enable);
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if (!regs.stencil_enable) {
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return;
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}
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state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func);
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state.stencil.front.test_ref = regs.stencil_front_func_ref;
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state.stencil.front.test_mask = regs.stencil_front_func_mask;
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state.stencil.front.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_fail);
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state.stencil.front.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_zfail);
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state.stencil.front.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_front_op_zpass);
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state.stencil.front.write_mask = regs.stencil_front_mask;
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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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glStencilOpSeparate(GL_FRONT, MaxwellToGL::StencilOp(regs.stencil_front_op_fail),
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MaxwellToGL::StencilOp(regs.stencil_front_op_zfail),
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MaxwellToGL::StencilOp(regs.stencil_front_op_zpass));
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glStencilMaskSeparate(GL_FRONT, regs.stencil_front_mask);
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if (regs.stencil_two_side_enable) {
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state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func);
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state.stencil.back.test_ref = regs.stencil_back_func_ref;
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state.stencil.back.test_mask = regs.stencil_back_func_mask;
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state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail);
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state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail);
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state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass);
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state.stencil.back.write_mask = regs.stencil_back_mask;
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glStencilFuncSeparate(GL_BACK, MaxwellToGL::ComparisonOp(regs.stencil_back_func_func),
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regs.stencil_back_func_ref, regs.stencil_back_func_mask);
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glStencilOpSeparate(GL_BACK, MaxwellToGL::StencilOp(regs.stencil_back_op_fail),
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MaxwellToGL::StencilOp(regs.stencil_back_op_zfail),
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MaxwellToGL::StencilOp(regs.stencil_back_op_zpass));
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glStencilMaskSeparate(GL_BACK, regs.stencil_back_mask);
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} else {
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state.stencil.back.test_func = GL_ALWAYS;
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state.stencil.back.test_ref = 0;
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state.stencil.back.test_mask = 0xFFFFFFFF;
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state.stencil.back.write_mask = 0xFFFFFFFF;
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state.stencil.back.action_stencil_fail = GL_KEEP;
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state.stencil.back.action_depth_fail = GL_KEEP;
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state.stencil.back.action_depth_pass = GL_KEEP;
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glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 0xFFFFFFFF);
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glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilMaskSeparate(GL_BACK, 0xFFFFFFFF);
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}
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}
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@ -106,35 +106,6 @@ void OpenGLState::ApplyProgramPipeline() {
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}
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}
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void OpenGLState::ApplyStencilTest() {
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Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
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const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) {
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if (current.test_func != config.test_func || current.test_ref != config.test_ref ||
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current.test_mask != config.test_mask) {
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current.test_func = config.test_func;
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current.test_ref = config.test_ref;
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current.test_mask = 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 (current.action_depth_fail != config.action_depth_fail ||
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current.action_depth_pass != config.action_depth_pass ||
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current.action_stencil_fail != config.action_stencil_fail) {
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current.action_depth_fail = config.action_depth_fail;
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current.action_depth_pass = config.action_depth_pass;
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current.action_stencil_fail = 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 (current.write_mask != config.write_mask) {
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current.write_mask = config.write_mask;
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glStencilMaskSeparate(face, config.write_mask);
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}
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};
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ConfigStencil(GL_FRONT, stencil.front, cur_state.stencil.front);
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ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
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}
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void OpenGLState::ApplyGlobalBlending() {
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const Blend& updated = blend[0];
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Blend& current = cur_state.blend[0];
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@ -235,7 +206,6 @@ void OpenGLState::Apply() {
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ApplyFramebufferState();
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ApplyShaderProgram();
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ApplyProgramPipeline();
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ApplyStencilTest();
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ApplyBlending();
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ApplyTextures();
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ApplySamplers();
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@ -13,19 +13,6 @@ namespace OpenGL {
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class OpenGLState {
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public:
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struct {
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bool test_enabled = false; // GL_STENCIL_TEST
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struct {
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GLenum test_func = GL_ALWAYS; // GL_STENCIL_FUNC
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GLint test_ref = 0; // GL_STENCIL_REF
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GLuint test_mask = 0xFFFFFFFF; // GL_STENCIL_VALUE_MASK
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GLuint write_mask = 0xFFFFFFFF; // GL_STENCIL_WRITEMASK
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GLenum action_stencil_fail = GL_KEEP; // GL_STENCIL_FAIL
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GLenum action_depth_fail = GL_KEEP; // GL_STENCIL_PASS_DEPTH_FAIL
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GLenum action_depth_pass = GL_KEEP; // GL_STENCIL_PASS_DEPTH_PASS
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} front, back;
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} stencil;
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struct Blend {
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bool enabled = false; // GL_BLEND
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GLenum rgb_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_RGB
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@ -69,7 +56,6 @@ public:
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void ApplyFramebufferState();
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void ApplyShaderProgram();
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void ApplyProgramPipeline();
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void ApplyStencilTest();
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void ApplyTargetBlending(std::size_t target, bool force);
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void ApplyGlobalBlending();
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void ApplyBlending();
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@ -579,6 +579,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_RASTERIZER_DISCARD);
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glDisablei(GL_SCISSOR_TEST, 0);
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