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https://github.com/hrydgard/ppsspp.git
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Upload stencil by bit rather than by value.
Still not the most optimal way, probably, but this was an easy change.
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parent
7c87138915
commit
66fff0601d
1 changed files with 19 additions and 13 deletions
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@ -32,8 +32,9 @@ static const char *stencil_fs =
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"float roundAndScaleTo255f(in float x) { return floor(x * 255.99); }\n"
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"void main() {\n"
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" vec4 index = texture2D(tex, v_texcoord0);\n"
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" gl_FragColor = vec4(u_stencilValue);\n"
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" if (roundAndScaleTo255f(u_stencilValue) != roundAndScaleTo255f(index.a)) discard;\n"
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" gl_FragColor = vec4(1.0);\n"
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" float shifted = roundAndScaleTo255f(index.a) / roundAndScaleTo255f(u_stencilValue);\n"
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" if (mod(floor(shifted), 2.0) < 0.99) discard;\n"
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"}\n";
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static const char *stencil_vs =
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@ -96,20 +97,20 @@ bool FramebufferManager::NotifyStencilUpload(u32 addr, int size) {
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glstate.stencilOp.set(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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// TODO: Doing it the slow way for now.
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int passes = 0;
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int values = 0;
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switch (dstBuffer->format) {
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case GE_FORMAT_565:
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// Well, this doesn't make much sense.
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return false;
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case GE_FORMAT_5551:
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passes = 2;
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values = 2;
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break;
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case GE_FORMAT_4444:
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passes = 16;
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values = 16;
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break;
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case GE_FORMAT_8888:
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passes = 256;
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values = 256;
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break;
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}
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@ -121,20 +122,25 @@ bool FramebufferManager::NotifyStencilUpload(u32 addr, int size) {
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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const float scale = 1.0f / (passes - 1);
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glstate.stencilFunc.set(GL_ALWAYS, 0xFF, 0xFF);
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GLint u_stencilValue = glsl_uniform_loc(stencilUploadProgram_, "u_stencilValue");
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for (int i = 0; i < passes; ++i) {
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for (int i = 1; i < values; i += i) {
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// DrawActiveTexture unbinds it, so rebind here before setting uniforms.
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glsl_bind(stencilUploadProgram_);
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glUniform1f(u_stencilValue, i * scale);
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if (dstBuffer->format == GE_FORMAT_4444) {
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glstate.stencilFunc.set(GL_ALWAYS, Convert4To8(i), 0xFF);
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glStencilMask(Convert4To8(i));
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glUniform1f(u_stencilValue, i * (16.0f / 255.0f));
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} else if (dstBuffer->format == GE_FORMAT_5551) {
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glstate.stencilFunc.set(GL_ALWAYS, i ? 0xFF : 0x00, 0xFF);
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} else if (dstBuffer->format == GE_FORMAT_8888) {
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glstate.stencilFunc.set(GL_ALWAYS, i, 0xFF);
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glStencilMask(0xFF);
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glUniform1f(u_stencilValue, i * (128.0f / 255.0f));
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} else {
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glStencilMask(i);
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glUniform1f(u_stencilValue, i * (1.0f / 255.0f));
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}
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DrawActiveTexture(0, 0, 0, dstBuffer->width, dstBuffer->height, dstBuffer->width, dstBuffer->height, false, 0.0f, 0.0f, 1.0f, 1.0f, stencilUploadProgram_);
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}
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glStencilMask(0xFF);
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if (currentRenderVfb_) {
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RebindFramebuffer();
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