build: Clear out remaining compile warnings. (#6662)
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@@ -292,11 +292,6 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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auto textures = regs.texturing.GetTextures();
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const auto tev_stages = regs.texturing.GetTevStages();
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const bool stencil_action_enable =
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regs.framebuffer.output_merger.stencil_test.enable &&
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regs.framebuffer.framebuffer.depth_format == FramebufferRegs::DepthFormat::D24S8;
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const auto stencil_test = regs.framebuffer.output_merger.stencil_test;
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// Enter rasterization loop, starting at the center of the topleft bounding box corner.
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// TODO: Not sure if looping through x first might be faster
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for (u16 y = min_y + 8; y < max_y; y += 0x10) {
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@@ -446,7 +441,7 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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continue;
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}
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WriteFog(combiner_output, depth);
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if (!DoDepthStencilTest(x, y, depth, stencil_action_enable)) {
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if (!DoDepthStencilTest(x, y, depth)) {
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continue;
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}
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const auto result = PixelColor(x, y, combiner_output);
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@@ -828,11 +823,14 @@ bool RasterizerSoftware::DoAlphaTest(u8 alpha) const {
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return alpha > output_merger.alpha_test.ref;
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case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
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return alpha >= output_merger.alpha_test.ref;
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default:
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LOG_CRITICAL(Render_Software, "Unknown alpha test condition {}",
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output_merger.alpha_test.func.Value());
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return false;
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}
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}
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bool RasterizerSoftware::DoDepthStencilTest(u16 x, u16 y, float depth,
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bool stencil_action_enable) const {
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bool RasterizerSoftware::DoDepthStencilTest(u16 x, u16 y, float depth) const {
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const auto& framebuffer = regs.framebuffer.framebuffer;
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const auto stencil_test = regs.framebuffer.output_merger.stencil_test;
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u8 old_stencil = 0;
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@@ -847,6 +845,10 @@ bool RasterizerSoftware::DoDepthStencilTest(u16 x, u16 y, float depth,
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}
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};
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const bool stencil_action_enable =
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regs.framebuffer.output_merger.stencil_test.enable &&
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regs.framebuffer.framebuffer.depth_format == FramebufferRegs::DepthFormat::D24S8;
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if (stencil_action_enable) {
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old_stencil = fb.GetStencil(x >> 4, y >> 4);
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const u8 dest = old_stencil & stencil_test.input_mask;
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@@ -68,7 +68,7 @@ private:
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bool DoAlphaTest(u8 alpha) const;
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/// Performs the depth stencil test. Returns false if the test failed.
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bool DoDepthStencilTest(u16 x, u16 y, float depth, bool stencil_action_enable) const;
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bool DoDepthStencilTest(u16 x, u16 y, float depth) const;
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private:
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Memory::MemorySystem& memory;
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