[DXBC] ROV: Fix depth being overwritten if stencil failed
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@ -733,12 +733,6 @@ void DxbcShaderTranslator::ROV_DepthStencilTest() {
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DxbcOpAnd(DxbcDest::R(system_temp_rov_params_, 0b0001),
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DxbcSrc::R(system_temp_rov_params_, DxbcSrc::kXXXX),
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DxbcSrc::LU(~uint32_t(1 << i)));
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// temp.x? = resulting sample depth after the depth test
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// temp.y = polygon offset if not writing to oDepth
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// temp.z = viewport maximum depth if not writing to oDepth
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// temp.w = old depth/stencil
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// sample_temp.x = free
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DxbcOpMov(sample_depth_stencil_dest, sample_temp_x_src);
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}
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DxbcOpEndIf();
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// Create packed depth/stencil, with the stencil value unchanged at this
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@ -977,6 +971,25 @@ void DxbcShaderTranslator::ROV_DepthStencilTest() {
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// Close the stencil test check.
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DxbcOpEndIf();
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// Check if the depth/stencil has failed not to modify the depth if it has.
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// sample_temp.x = whether depth/stencil has passed for this sample
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DxbcOpAnd(sample_temp_x_dest,
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DxbcSrc::R(system_temp_rov_params_, DxbcSrc::kXXXX),
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DxbcSrc::LU(1 << i));
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// If the depth/stencil test has failed, don't change the depth.
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// sample_temp.x = free
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DxbcOpIf(false, sample_temp_x_src);
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{
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// Copy the new stencil over the old depth.
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// temp.x? = resulting sample depth/stencil
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// temp.y = polygon offset if not writing to oDepth
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// temp.z = viewport maximum depth if not writing to oDepth
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// temp.w = old depth/stencil
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DxbcOpBFI(sample_depth_stencil_dest, DxbcSrc::LU(8), DxbcSrc::LU(0),
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sample_depth_stencil_src, temp_w_src);
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}
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// Close the depth/stencil passing check.
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DxbcOpEndIf();
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// Check if the new depth/stencil is different, and thus needs to be
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// written, to temp.w.
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// temp.x? = resulting sample depth/stencil
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