GPU/Rasterizer: Corrected the stencil implementation.
Verified the behavior with hardware tests.
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@ -441,8 +441,12 @@ struct Regs {
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};
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};
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enum class StencilAction : u32 {
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enum class StencilAction : u32 {
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Keep = 0,
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Keep = 0,
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Xor = 5,
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Replace = 2,
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Increment = 3,
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Decrement = 4,
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Invert = 5
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};
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};
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struct {
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struct {
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@ -481,23 +485,29 @@ struct Regs {
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struct {
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struct {
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union {
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union {
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// Raw value of this register
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u32 raw_func;
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// If true, enable stencil testing
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// If true, enable stencil testing
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BitField< 0, 1, u32> enable;
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BitField< 0, 1, u32> enable;
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// Comparison operation for stencil testing
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// Comparison operation for stencil testing
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BitField< 4, 3, CompareFunc> func;
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BitField< 4, 3, CompareFunc> func;
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// Value to calculate the new stencil value from
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// Mask used to control writing to the stencil buffer
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BitField< 8, 8, u32> replacement_value;
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BitField< 8, 8, u32> write_mask;
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// Value to compare against for stencil testing
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// Value to compare against for stencil testing
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BitField<16, 8, u32> reference_value;
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BitField<16, 8, u32> reference_value;
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// Mask to apply on stencil test inputs
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// Mask to apply on stencil test inputs
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BitField<24, 8, u32> mask;
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BitField<24, 8, u32> input_mask;
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};
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};
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union {
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union {
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// Raw value of this register
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u32 raw_op;
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// Action to perform when the stencil test fails
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// Action to perform when the stencil test fails
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BitField< 0, 3, StencilAction> action_stencil_fail;
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BitField< 0, 3, StencilAction> action_stencil_fail;
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@ -215,14 +215,25 @@ static void SetStencil(int x, int y, u8 value) {
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}
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}
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}
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}
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// TODO: Should the stencil mask be applied to the "dest" or "ref" operands? Most likely not!
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// TODO: Should the stencil mask be applied to the "old_stencil" or "ref" operands? Most likely not!
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static u8 PerformStencilAction(Regs::StencilAction action, u8 dest, u8 ref) {
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static u8 PerformStencilAction(Regs::StencilAction action, u8 old_stencil, u8 ref) {
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switch (action) {
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switch (action) {
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case Regs::StencilAction::Keep:
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case Regs::StencilAction::Keep:
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return dest;
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return old_stencil;
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case Regs::StencilAction::Xor:
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case Regs::StencilAction::Replace:
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return dest ^ ref;
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return ref;
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case Regs::StencilAction::Increment:
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// Saturated increment
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return std::min<u8>(old_stencil, 254) + 1;
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case Regs::StencilAction::Decrement:
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// Saturated decrement
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return std::max<u8>(old_stencil, 1) - 1;
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case Regs::StencilAction::Invert:
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return ~old_stencil;
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default:
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default:
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LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
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LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
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@ -782,8 +793,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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u8 old_stencil = 0;
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u8 old_stencil = 0;
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if (stencil_action_enable) {
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if (stencil_action_enable) {
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old_stencil = GetStencil(x >> 4, y >> 4);
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old_stencil = GetStencil(x >> 4, y >> 4);
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u8 dest = old_stencil & stencil_test.mask;
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u8 dest = old_stencil & stencil_test.input_mask;
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u8 ref = stencil_test.reference_value & stencil_test.mask;
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u8 ref = stencil_test.reference_value & stencil_test.input_mask;
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bool pass = false;
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bool pass = false;
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switch (stencil_test.func) {
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switch (stencil_test.func) {
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@ -821,8 +832,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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}
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}
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if (!pass) {
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if (!pass) {
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u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.replacement_value);
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u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.reference_value);
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SetStencil(x >> 4, y >> 4, new_stencil);
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SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
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continue;
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continue;
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}
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}
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}
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}
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@ -873,8 +884,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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if (!pass) {
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if (!pass) {
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if (stencil_action_enable) {
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if (stencil_action_enable) {
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u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.replacement_value);
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u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.reference_value);
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SetStencil(x >> 4, y >> 4, new_stencil);
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SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
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}
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}
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continue;
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continue;
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}
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}
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@ -884,8 +895,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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if (stencil_action_enable) {
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if (stencil_action_enable) {
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// TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
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// TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
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u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.replacement_value);
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u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.reference_value);
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SetStencil(x >> 4, y >> 4, new_stencil);
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SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask));
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}
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}
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}
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}
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