diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp index 4bb56ee4..9179d469 100644 --- a/src/GPU3D.cpp +++ b/src/GPU3D.cpp @@ -751,11 +751,6 @@ void SubmitPolygon() poly->Translucent = ((texfmt == 1 || texfmt == 6) && !(CurPolygonAttr & 0x10)) || (polyalpha > 0 && polyalpha < 31); poly->IsShadowMask = ((CurPolygonAttr & 0x3F000030) == 0x00000030); - if ((NumPolygons == 1) || (!CurPolygonRAM[NumPolygons-2].IsShadowMask)) - poly->ClearStencil = poly->IsShadowMask; - else - poly->ClearStencil = false; - poly->IsShadow = ((CurPolygonAttr & 0x30) == 0x30) && !poly->IsShadowMask; if (LastStripPolygon && clipstart > 0) diff --git a/src/GPU3D.h b/src/GPU3D.h index bebdef0b..6c1b43ce 100644 --- a/src/GPU3D.h +++ b/src/GPU3D.h @@ -62,7 +62,6 @@ typedef struct bool IsShadowMask; bool IsShadow; - bool ClearStencil; // data below rather specific to the software renderer diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp index d022e8a4..fe97b5f7 100644 --- a/src/GPU3D_Soft.cpp +++ b/src/GPU3D_Soft.cpp @@ -38,6 +38,7 @@ u32 AttrBuffer[256*192]; // bit30: translucent flag u8 StencilBuffer[256*2]; +bool PrevIsShadowMask; // threading @@ -84,6 +85,8 @@ void Reset() memset(DepthBuffer, 0, 256*192 * 4); memset(AttrBuffer, 0, 256*192 * 4); + PrevIsShadowMask = false; + // TODO: make it configurable if (!RenderThreadRunning) { @@ -803,9 +806,11 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y) else fnDepthTest = DepthTest; - if (polygon->ClearStencil) + if (polygon->IsShadowMask && !PrevIsShadowMask) memset(&StencilBuffer[256 * (y&0x1)], 0, 256); + PrevIsShadowMask = polygon->IsShadowMask; + if (polygon->YTop != polygon->YBottom) { if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)