Rasterizer: Imply framebuffer pixel ownership

This commit is contained in:
Jannik Vogel 2016-04-06 03:14:52 +02:00
parent 9d334f3cf3
commit 431df448ef

View File

@ -343,6 +343,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
bool reversed = false)
{
const auto& regs = g_state.regs;
const auto& framebuffer = regs.framebuffer;
MICROPROFILE_SCOPE(GPU_Rasterization);
// vertex positions in rasterizer coordinates
@ -391,6 +392,12 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
max_x = Fix12P4::FromInt((max_x + frac).Int());
max_y = Fix12P4::FromInt((max_y + frac).Int());
// Keep pixels inside framebuffer
min_x = std::max(min_x, Fix12P4::Zero());
min_y = std::max(min_y, Fix12P4::Zero());
max_x = std::min(max_x, Fix12P4::FromInt(framebuffer.GetWidth()));
max_y = std::min(max_y, Fix12P4::FromInt(framebuffer.GetHeight()));
// Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
// drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
// values which are added to the barycentric coordinates w0, w1 and w2, respectively.
@ -417,7 +424,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
auto textures = regs.GetTextures();
auto tev_stages = regs.GetTevStages();
bool stencil_action_enable = g_state.regs.output_merger.stencil_test.enable && g_state.regs.framebuffer.depth_format == Regs::DepthFormat::D24S8;
bool stencil_action_enable = g_state.regs.output_merger.stencil_test.enable && framebuffer.depth_format == Regs::DepthFormat::D24S8;
const auto stencil_test = g_state.regs.output_merger.stencil_test;
// Enter rasterization loop, starting at the center of the topleft bounding box corner.
@ -1002,7 +1009,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
}
}
if (regs.framebuffer.allow_depth_stencil_write != 0 && output_merger.depth_write_enable)
if (framebuffer.allow_depth_stencil_write != 0 && output_merger.depth_write_enable)
SetDepth(x.Int(), y.Int(), z);
// The stencil depth_pass action is executed even if depth testing is disabled
@ -1211,7 +1218,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
output_merger.alpha_enable ? blend_output.a() : dest.a()
};
if (regs.framebuffer.allow_color_write != 0)
if (framebuffer.allow_color_write != 0)
DrawPixel(x.Int(), y.Int(), result);
}
}