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:
		| @@ -888,21 +888,19 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | ||||
|                 } | ||||
|  | ||||
|                 if (!pass) { | ||||
|                     if (stencil_action_enable) { | ||||
|                     if (stencil_action_enable) | ||||
|                         UpdateStencil(stencil_test.action_depth_fail); | ||||
|                     } | ||||
|                     continue; | ||||
|                 } | ||||
|  | ||||
|                 if (output_merger.depth_write_enable) | ||||
|                     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); | ||||
|             Math::Vec4<u8> blend_output = combiner_output; | ||||
|  | ||||
|   | ||||
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