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gl_state: Remove stencil test tracking

This commit is contained in:
ReinUsesLisp 2019-12-26 03:34:29 -03:00
parent 07a954e67f
commit 7d9a5e9e30
4 changed files with 18 additions and 92 deletions

View file

@ -427,32 +427,6 @@ void RasterizerOpenGL::Clear() {
if (regs.clear_buffers.S) {
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
use_stencil = true;
clear_state.stencil.test_enabled = true;
if (regs.clear_flags.stencil) {
// Stencil affects the clear so fill it with the used masks
clear_state.stencil.front.test_func = GL_ALWAYS;
clear_state.stencil.front.test_mask = regs.stencil_front_func_mask;
clear_state.stencil.front.action_stencil_fail = GL_KEEP;
clear_state.stencil.front.action_depth_fail = GL_KEEP;
clear_state.stencil.front.action_depth_pass = GL_KEEP;
clear_state.stencil.front.write_mask = regs.stencil_front_mask;
if (regs.stencil_two_side_enable) {
clear_state.stencil.back.test_func = GL_ALWAYS;
clear_state.stencil.back.test_mask = regs.stencil_back_func_mask;
clear_state.stencil.back.action_stencil_fail = GL_KEEP;
clear_state.stencil.back.action_depth_fail = GL_KEEP;
clear_state.stencil.back.action_depth_pass = GL_KEEP;
clear_state.stencil.back.write_mask = regs.stencil_back_mask;
} else {
clear_state.stencil.back.test_func = GL_ALWAYS;
clear_state.stencil.back.test_mask = 0xFFFFFFFF;
clear_state.stencil.back.write_mask = 0xFFFFFFFF;
clear_state.stencil.back.action_stencil_fail = GL_KEEP;
clear_state.stencil.back.action_depth_fail = GL_KEEP;
clear_state.stencil.back.action_depth_pass = GL_KEEP;
}
}
}
if (!use_color && !use_depth && !use_stencil) {
@ -1011,35 +985,30 @@ void RasterizerOpenGL::SyncDepthTestState() {
void RasterizerOpenGL::SyncStencilTestState() {
auto& maxwell3d = system.GPU().Maxwell3D();
const auto& regs = maxwell3d.regs;
state.stencil.test_enabled = regs.stencil_enable != 0;
oglEnable(GL_STENCIL_TEST, regs.stencil_enable);
if (!regs.stencil_enable) {
return;
}
state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func);
state.stencil.front.test_ref = regs.stencil_front_func_ref;
state.stencil.front.test_mask = regs.stencil_front_func_mask;
state.stencil.front.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_fail);
state.stencil.front.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_zfail);
state.stencil.front.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_front_op_zpass);
state.stencil.front.write_mask = regs.stencil_front_mask;
glStencilFuncSeparate(GL_FRONT, MaxwellToGL::ComparisonOp(regs.stencil_front_func_func),
regs.stencil_front_func_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_mask);
if (regs.stencil_two_side_enable) {
state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func);
state.stencil.back.test_ref = regs.stencil_back_func_ref;
state.stencil.back.test_mask = regs.stencil_back_func_mask;
state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail);
state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail);
state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass);
state.stencil.back.write_mask = regs.stencil_back_mask;
glStencilFuncSeparate(GL_BACK, MaxwellToGL::ComparisonOp(regs.stencil_back_func_func),
regs.stencil_back_func_ref, regs.stencil_back_func_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_mask);
} else {
state.stencil.back.test_func = GL_ALWAYS;
state.stencil.back.test_ref = 0;
state.stencil.back.test_mask = 0xFFFFFFFF;
state.stencil.back.write_mask = 0xFFFFFFFF;
state.stencil.back.action_stencil_fail = GL_KEEP;
state.stencil.back.action_depth_fail = GL_KEEP;
state.stencil.back.action_depth_pass = GL_KEEP;
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 0xFFFFFFFF);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMaskSeparate(GL_BACK, 0xFFFFFFFF);
}
}

View file

@ -106,35 +106,6 @@ void OpenGLState::ApplyProgramPipeline() {
}
}
void OpenGLState::ApplyStencilTest() {
Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) {
if (current.test_func != config.test_func || current.test_ref != config.test_ref ||
current.test_mask != config.test_mask) {
current.test_func = config.test_func;
current.test_ref = config.test_ref;
current.test_mask = config.test_mask;
glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask);
}
if (current.action_depth_fail != config.action_depth_fail ||
current.action_depth_pass != config.action_depth_pass ||
current.action_stencil_fail != config.action_stencil_fail) {
current.action_depth_fail = config.action_depth_fail;
current.action_depth_pass = config.action_depth_pass;
current.action_stencil_fail = config.action_stencil_fail;
glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail,
config.action_depth_pass);
}
if (current.write_mask != config.write_mask) {
current.write_mask = config.write_mask;
glStencilMaskSeparate(face, config.write_mask);
}
};
ConfigStencil(GL_FRONT, stencil.front, cur_state.stencil.front);
ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
}
void OpenGLState::ApplyGlobalBlending() {
const Blend& updated = blend[0];
Blend& current = cur_state.blend[0];
@ -235,7 +206,6 @@ void OpenGLState::Apply() {
ApplyFramebufferState();
ApplyShaderProgram();
ApplyProgramPipeline();
ApplyStencilTest();
ApplyBlending();
ApplyTextures();
ApplySamplers();

View file

@ -13,19 +13,6 @@ namespace OpenGL {
class OpenGLState {
public:
struct {
bool test_enabled = false; // GL_STENCIL_TEST
struct {
GLenum test_func = GL_ALWAYS; // GL_STENCIL_FUNC
GLint test_ref = 0; // GL_STENCIL_REF
GLuint test_mask = 0xFFFFFFFF; // GL_STENCIL_VALUE_MASK
GLuint write_mask = 0xFFFFFFFF; // GL_STENCIL_WRITEMASK
GLenum action_stencil_fail = GL_KEEP; // GL_STENCIL_FAIL
GLenum action_depth_fail = GL_KEEP; // GL_STENCIL_PASS_DEPTH_FAIL
GLenum action_depth_pass = GL_KEEP; // GL_STENCIL_PASS_DEPTH_PASS
} front, back;
} stencil;
struct Blend {
bool enabled = false; // GL_BLEND
GLenum rgb_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_RGB
@ -69,7 +56,6 @@ public:
void ApplyFramebufferState();
void ApplyShaderProgram();
void ApplyProgramPipeline();
void ApplyStencilTest();
void ApplyTargetBlending(std::size_t target, bool force);
void ApplyGlobalBlending();
void ApplyBlending();

View file

@ -579,6 +579,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_RASTERIZER_DISCARD);
glDisablei(GL_SCISSOR_TEST, 0);