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authorgdkchan <gab.dark.100@gmail.com>2022-02-16 19:15:39 -0300
committerGitHub <noreply@github.com>2022-02-16 23:15:39 +0100
commit3bd357045f7581ee10d6c86ed8049bcebe35eda0 (patch)
treeaa2d243843f2d31d3afa690f26352713ddac4349 /Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
parentab5d77c0c4925955180dc51e9f289187ce6f2901 (diff)
Do not allow render targets not explicitly written by the fragment shader to be modified (#3063)1.1.31
* Do not allow render targets not explicitly written by the fragment shader to be modified * Shader cache version bump * Remove blank lines * Avoid redundant color mask updates * HostShaderCacheEntry can be null * Avoid more redundant glColorMask calls * nit: Mask -> Masks * Fix currentComponentMask * More efficient way to update _currentComponentMasks
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs41
1 files changed, 34 insertions, 7 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
index f1e9f383..bf76d592 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
@@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Version of the codegen (to be changed when codegen or guest format change).
/// </summary>
- private const ulong ShaderCodeGenVersion = 3106;
+ private const ulong ShaderCodeGenVersion = 3063;
// Progress reporting helpers
private volatile int _shaderCount;
@@ -188,7 +188,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
hostProgramBinary = hostProgramBinarySpan.ToArray();
- hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
+ hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary, false, new ShaderInfo(-1));
}
ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
@@ -252,7 +252,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
// Compile shader and create program as the shader program binary got invalidated.
shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, program.Code);
- hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
+ hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, new ShaderInfo(-1));
task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
{
@@ -303,7 +303,18 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
hostProgramBinary = hostProgramBinarySpan.ToArray();
- hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
+
+ bool hasFragmentShader = false;
+ int fragmentOutputMap = -1;
+ int fragmentIndex = (int)ShaderStage.Fragment - 1;
+
+ if (hostShaderEntries[fragmentIndex] != null && hostShaderEntries[fragmentIndex].Header.InUse)
+ {
+ hasFragmentShader = true;
+ fragmentOutputMap = hostShaderEntries[fragmentIndex].Header.FragmentOutputMap;
+ }
+
+ hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary, hasFragmentShader, new ShaderInfo(fragmentOutputMap));
}
ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
@@ -426,7 +437,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
hostShaders.Add(hostShader);
}
- hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
+ int fragmentIndex = (int)ShaderStage.Fragment - 1;
+ int fragmentOutputMap = -1;
+
+ if (shaders[fragmentIndex] != null)
+ {
+ fragmentOutputMap = shaders[fragmentIndex].Info.FragmentOutputMap;
+ }
+
+ hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), new ShaderInfo(fragmentOutputMap));
task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
{
@@ -617,7 +636,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
- IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
+ IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, new ShaderInfo(-1));
cpShader = new ShaderBundle(hostProgram, shader);
@@ -755,7 +774,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
hostShaders.Add(hostShader);
}
- IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
+ int fragmentIndex = (int)ShaderStage.Fragment - 1;
+ int fragmentOutputMap = -1;
+
+ if (shaders[fragmentIndex] != null)
+ {
+ fragmentOutputMap = shaders[fragmentIndex].Info.FragmentOutputMap;
+ }
+
+ IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), new ShaderInfo(fragmentOutputMap));
gpShaders = new ShaderBundle(hostProgram, shaders);