Implement Maxwell3D Two-Side Stencil Toggle

Stencil operations are configurable to be the same for both sides or have independent stencil state for both sides. It is controlled via the previously unimplemented `stencilTwoSideEnable`.
This commit is contained in:
PixelyIon 2022-01-22 05:12:48 +05:30
parent 80ae7b255a
commit 043be4d8f7
3 changed files with 53 additions and 9 deletions

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@ -2111,6 +2111,8 @@ namespace skyline::gpu::interconnect {
/* Depth */ /* Depth */
vk::PipelineDepthStencilStateCreateInfo depthState{}; vk::PipelineDepthStencilStateCreateInfo depthState{};
bool twoSideStencilEnabled{}; //!< If both sides of the stencil have different state
vk::StencilOpState stencilBack{}; //!< The back of the stencil when two-side stencil is enabled
void SetDepthTestEnabled(bool enabled) { void SetDepthTestEnabled(bool enabled) {
depthState.depthTestEnable = enabled; depthState.depthTestEnable = enabled;
@ -2178,6 +2180,16 @@ namespace skyline::gpu::interconnect {
depthState.stencilTestEnable = enabled; depthState.stencilTestEnable = enabled;
} }
void SetStencilTwoSideEnabled(bool enabled) {
if (twoSideStencilEnabled == enabled) {
if (enabled)
depthState.back = stencilBack;
else
depthState.back = depthState.front;
twoSideStencilEnabled = enabled;
}
}
vk::StencilOp ConvertStencilOp(maxwell3d::StencilOp op) { vk::StencilOp ConvertStencilOp(maxwell3d::StencilOp op) {
using MaxwellOp = maxwell3d::StencilOp; using MaxwellOp = maxwell3d::StencilOp;
using VkOp = vk::StencilOp; using VkOp = vk::StencilOp;
@ -2203,58 +2215,86 @@ namespace skyline::gpu::interconnect {
void SetStencilFrontFailOp(maxwell3d::StencilOp op) { void SetStencilFrontFailOp(maxwell3d::StencilOp op) {
depthState.front.failOp = ConvertStencilOp(op); depthState.front.failOp = ConvertStencilOp(op);
if (!twoSideStencilEnabled)
depthState.back.failOp = depthState.front.failOp;
} }
void SetStencilBackFailOp(maxwell3d::StencilOp op) { void SetStencilBackFailOp(maxwell3d::StencilOp op) {
depthState.back.failOp = ConvertStencilOp(op); stencilBack.failOp = ConvertStencilOp(op);
if (twoSideStencilEnabled)
depthState.back.failOp = stencilBack.failOp;
} }
void SetStencilFrontPassOp(maxwell3d::StencilOp op) { void SetStencilFrontPassOp(maxwell3d::StencilOp op) {
depthState.front.passOp = ConvertStencilOp(op); depthState.front.passOp = ConvertStencilOp(op);
if (!twoSideStencilEnabled)
depthState.back.passOp = depthState.front.passOp;
} }
void SetStencilBackPassOp(maxwell3d::StencilOp op) { void SetStencilBackPassOp(maxwell3d::StencilOp op) {
depthState.back.passOp = ConvertStencilOp(op); stencilBack.passOp = ConvertStencilOp(op);
if (twoSideStencilEnabled)
depthState.back.passOp = stencilBack.passOp;
} }
void SetStencilFrontDepthFailOp(maxwell3d::StencilOp op) { void SetStencilFrontDepthFailOp(maxwell3d::StencilOp op) {
depthState.front.depthFailOp = ConvertStencilOp(op); depthState.front.depthFailOp = ConvertStencilOp(op);
if (!twoSideStencilEnabled)
depthState.back.depthFailOp = depthState.front.depthFailOp;
} }
void SetStencilBackDepthFailOp(maxwell3d::StencilOp op) { void SetStencilBackDepthFailOp(maxwell3d::StencilOp op) {
depthState.back.depthFailOp = ConvertStencilOp(op); stencilBack.depthFailOp = ConvertStencilOp(op);
if (twoSideStencilEnabled)
depthState.back.depthFailOp = stencilBack.depthFailOp;
} }
void SetStencilFrontCompareOp(maxwell3d::CompareOp op) { void SetStencilFrontCompareOp(maxwell3d::CompareOp op) {
depthState.front.compareOp = ConvertCompareOp(op); depthState.front.compareOp = ConvertCompareOp(op);
if (!twoSideStencilEnabled)
depthState.back.compareOp = depthState.front.compareOp;
} }
void SetStencilBackCompareOp(maxwell3d::CompareOp op) { void SetStencilBackCompareOp(maxwell3d::CompareOp op) {
depthState.back.compareOp = ConvertCompareOp(op); stencilBack.compareOp = ConvertCompareOp(op);
if (twoSideStencilEnabled)
depthState.back.compareOp = stencilBack.compareOp;
} }
void SetStencilFrontCompareMask(u32 mask) { void SetStencilFrontCompareMask(u32 mask) {
depthState.front.compareMask = mask; depthState.front.compareMask = mask;
if (!twoSideStencilEnabled)
depthState.back.compareMask = depthState.front.compareMask;
} }
void SetStencilBackCompareMask(u32 mask) { void SetStencilBackCompareMask(u32 mask) {
depthState.back.compareMask = mask; stencilBack.compareMask = mask;
if (twoSideStencilEnabled)
depthState.back.compareMask = stencilBack.compareMask;
} }
void SetStencilFrontWriteMask(u32 mask) { void SetStencilFrontWriteMask(u32 mask) {
depthState.front.writeMask = mask; depthState.front.writeMask = mask;
if (!twoSideStencilEnabled)
depthState.back.writeMask = depthState.front.writeMask;
} }
void SetStencilBackWriteMask(u32 mask) { void SetStencilBackWriteMask(u32 mask) {
depthState.back.writeMask = mask; stencilBack.writeMask = mask;
if (twoSideStencilEnabled)
depthState.back.writeMask = stencilBack.writeMask;
} }
void SetStencilFrontReference(u32 reference) { void SetStencilFrontReference(u32 reference) {
depthState.front.reference = reference; depthState.front.reference = reference;
if (!twoSideStencilEnabled)
depthState.back.reference = depthState.front.reference;
} }
void SetStencilBackReference(u32 reference) { void SetStencilBackReference(u32 reference) {
depthState.back.reference = reference; stencilBack.reference = reference;
if (twoSideStencilEnabled)
depthState.back.reference = stencilBack.reference;
} }
/* Multisampling */ /* Multisampling */

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@ -278,6 +278,10 @@ namespace skyline::soc::gm20b::engine::maxwell3d {
context.SetStencilFrontWriteMask(writeMask); context.SetStencilFrontWriteMask(writeMask);
}) })
MAXWELL3D_CASE(stencilTwoSideEnable, {
context.SetStencilTwoSideEnabled(stencilTwoSideEnable);
})
MAXWELL3D_STRUCT_CASE(stencilBack, failOp, { MAXWELL3D_STRUCT_CASE(stencilBack, failOp, {
context.SetStencilBackFailOp(failOp); context.SetStencilBackFailOp(failOp);
}) })

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@ -205,7 +205,7 @@ namespace skyline::soc::gm20b::engine::maxwell3d {
}; };
Register<0x55D, TexturePool> texturePool; Register<0x55D, TexturePool> texturePool;
Register<0x565, u32> stencilTwoSideEnable; Register<0x565, u32> stencilTwoSideEnable; //!< Determines if the back-facing stencil state uses the front facing stencil state or independent stencil state
struct StencilBack { struct StencilBack {
type::StencilOp failOp; // 0x566 type::StencilOp failOp; // 0x566
@ -227,7 +227,7 @@ namespace skyline::soc::gm20b::engine::maxwell3d {
Register<0x5F2, type::IndexBuffer> indexBuffer; Register<0x5F2, type::IndexBuffer> indexBuffer;
Register<0x5F7, u32> drawIndexFirst; //!< The the first element in the index buffer to draw Register<0x5F7, u32> drawIndexFirst; //!< The first element in the index buffer to draw
Register<0x5F8, u32> drawIndexCount; //!< The amount of elements to draw, calling this method triggers indexed drawing Register<0x5F8, u32> drawIndexCount; //!< The amount of elements to draw, calling this method triggers indexed drawing
Register<0x61F, float> depthBiasClamp; Register<0x61F, float> depthBiasClamp;