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OpenGL: Efficiency improvements for stencil commands #17478

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merged 3 commits into from
May 23, 2023

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hrydgard
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Merges the two stencil-state-setting commands, and dirty-tracks the individual parts.

While not big, compounds with the other recent OpenGL optimizations.

For merge after 1.15.x is done.

@hrydgard hrydgard added this to the v1.16.0 milestone May 17, 2023
@hrydgard hrydgard marked this pull request as ready for review May 23, 2023 06:48
@hrydgard hrydgard force-pushed the opengl-stencil-improvements branch from 1181798 to 3b81b3c Compare May 23, 2023 07:14
@hrydgard hrydgard merged commit ca62a53 into master May 23, 2023
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@hrydgard hrydgard deleted the opengl-stencil-improvements branch May 23, 2023 07:43
@@ -302,6 +302,7 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
void DrawEngineGLES::ApplyDrawStateLate(bool setStencilValue, int stencilValue) {
if (setStencilValue) {
render_->SetStencilFunc(GL_TRUE, GL_ALWAYS, stencilValue, 255);
render_->SetStencilOp(0xFF, GL_REPLACE, GL_REPLACE, GL_REPLACE);
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This is actually partially wrong. When in clear mode, the stencil write mask is still applied (previously set by renderManager->SetStencilOp(stencilState.writeMask, GL_REPLACE, GL_REPLACE, GL_REPLACE);) Now it's no longer applied.

It'd be reasonable to apply it here though, not saying it doesn't make sense to do these together.

-[Unknown]

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darn, yeah you're right - should have figured that this will change behavior, of course.

I'll fix it up.

hrydgard added a commit that referenced this pull request Jun 12, 2023
Also renames vpAndScissor to vpAndScissor_ for consistency.
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2 participants