SWRenderer: The stencil depth_pass action is executed even if depth testing is disabled.

The HW renderer already did this.
This commit is contained in:
Subv 2015-08-21 09:48:43 -05:00
parent e74825e3d0
commit 8e6336d96b
1 changed files with 5 additions and 7 deletions

View File

@ -888,21 +888,19 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
} }
if (!pass) { if (!pass) {
if (stencil_action_enable) { if (stencil_action_enable)
UpdateStencil(stencil_test.action_depth_fail); UpdateStencil(stencil_test.action_depth_fail);
}
continue; continue;
} }
if (output_merger.depth_write_enable) if (output_merger.depth_write_enable)
SetDepth(x >> 4, y >> 4, z); SetDepth(x >> 4, y >> 4, z);
if (stencil_action_enable) {
// TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
UpdateStencil(stencil_test.action_depth_pass);
}
} }
// The stencil depth_pass action is executed even if depth testing is disabled
if (stencil_action_enable)
UpdateStencil(stencil_test.action_depth_pass);
auto dest = GetPixel(x >> 4, y >> 4); auto dest = GetPixel(x >> 4, y >> 4);
Math::Vec4<u8> blend_output = combiner_output; Math::Vec4<u8> blend_output = combiner_output;