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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.OpenGL/Shader.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.OpenGL/Shader.cs')
-rw-r--r--Ryujinx.Graphics.OpenGL/Shader.cs2
1 files changed, 2 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Shader.cs b/Ryujinx.Graphics.OpenGL/Shader.cs
index 1df07ee4..8374fa62 100644
--- a/Ryujinx.Graphics.OpenGL/Shader.cs
+++ b/Ryujinx.Graphics.OpenGL/Shader.cs
@@ -7,6 +7,7 @@ namespace Ryujinx.Graphics.OpenGL
class Shader : IShader
{
public int Handle { get; private set; }
+ public bool IsFragment { get; }
public Shader(ShaderStage stage, string code)
{
@@ -22,6 +23,7 @@ namespace Ryujinx.Graphics.OpenGL
};
Handle = GL.CreateShader(type);
+ IsFragment = stage == ShaderStage.Fragment;
GL.ShaderSource(Handle, code);
GL.CompileShader(Handle);