Fix stencil func registers, make clip control equivalent to how it was before, but surely wrong.

This commit is contained in:
Kelebek1
2022-10-10 20:32:38 +01:00
parent c3cae9d992
commit 4496030ea9
8 changed files with 51 additions and 44 deletions

View File

@ -658,8 +658,13 @@ void RasterizerOpenGL::SyncDepthClamp() {
}
flags[Dirty::DepthClampEnabled] = false;
oglEnable(GL_DEPTH_CLAMP, maxwell3d->regs.viewport_clip_control.geometry_clip !=
Maxwell::ViewportClipControl::GeometryClip::Passthrough);
bool depth_clamp_disabled{maxwell3d->regs.viewport_clip_control.geometry_clip ==
Maxwell::ViewportClipControl::GeometryClip::Passthrough ||
maxwell3d->regs.viewport_clip_control.geometry_clip ==
Maxwell::ViewportClipControl::GeometryClip::FrustumXYZ ||
maxwell3d->regs.viewport_clip_control.geometry_clip ==
Maxwell::ViewportClipControl::GeometryClip::FrustumZ};
oglEnable(GL_DEPTH_CLAMP, !depth_clamp_disabled);
}
void RasterizerOpenGL::SyncClipEnabled(u32 clip_mask) {
@ -746,19 +751,19 @@ void RasterizerOpenGL::SyncStencilTestState() {
oglEnable(GL_STENCIL_TEST, regs.stencil_enable);
glStencilFuncSeparate(GL_FRONT, MaxwellToGL::ComparisonOp(regs.stencil_front_op.func),
regs.stencil_front_func.ref, regs.stencil_front_func.func_mask);
regs.stencil_front_ref, regs.stencil_front_func_mask);
glStencilOpSeparate(GL_FRONT, MaxwellToGL::StencilOp(regs.stencil_front_op.fail),
MaxwellToGL::StencilOp(regs.stencil_front_op.zfail),
MaxwellToGL::StencilOp(regs.stencil_front_op.zpass));
glStencilMaskSeparate(GL_FRONT, regs.stencil_front_func.mask);
glStencilMaskSeparate(GL_FRONT, regs.stencil_front_mask);
if (regs.stencil_two_side_enable) {
glStencilFuncSeparate(GL_BACK, MaxwellToGL::ComparisonOp(regs.stencil_back_op.func),
regs.stencil_back_func.ref, regs.stencil_back_func.mask);
regs.stencil_back_ref, regs.stencil_back_mask);
glStencilOpSeparate(GL_BACK, MaxwellToGL::StencilOp(regs.stencil_back_op.fail),
MaxwellToGL::StencilOp(regs.stencil_back_op.zfail),
MaxwellToGL::StencilOp(regs.stencil_back_op.zpass));
glStencilMaskSeparate(GL_BACK, regs.stencil_back_func.mask);
glStencilMaskSeparate(GL_BACK, regs.stencil_back_mask);
} else {
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 0xFFFFFFFF);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_KEEP);

View File

@ -100,14 +100,12 @@ void SetupDirtyDepthTest(Tables& tables) {
void SetupDirtyStencilTest(Tables& tables) {
static constexpr std::array offsets = {
OFF(stencil_enable), OFF(stencil_front_op.func),
OFF(stencil_front_func.ref), OFF(stencil_front_func.func_mask),
OFF(stencil_front_op.fail), OFF(stencil_front_op.zfail),
OFF(stencil_front_op.zpass), OFF(stencil_front_func.mask),
OFF(stencil_two_side_enable), OFF(stencil_back_op.func),
OFF(stencil_back_func.ref), OFF(stencil_back_func.func_mask),
OFF(stencil_back_op.fail), OFF(stencil_back_op.zfail),
OFF(stencil_back_op.zpass), OFF(stencil_back_func.mask)};
OFF(stencil_enable), OFF(stencil_front_op.func), OFF(stencil_front_ref),
OFF(stencil_front_func_mask), OFF(stencil_front_op.fail), OFF(stencil_front_op.zfail),
OFF(stencil_front_op.zpass), OFF(stencil_front_mask), OFF(stencil_two_side_enable),
OFF(stencil_back_op.func), OFF(stencil_back_ref), OFF(stencil_back_func_mask),
OFF(stencil_back_op.fail), OFF(stencil_back_op.zfail), OFF(stencil_back_op.zpass),
OFF(stencil_back_mask)};
for (const auto offset : offsets) {
tables[0][offset] = StencilTest;
}