Do not allow render targets not explicitly written by the fragment shader to be modified (#3063)

* 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
This commit is contained in:
gdkchan 2022-02-16 19:15:39 -03:00 committed by GitHub
parent ab5d77c0c4
commit 3bd357045f
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 176 additions and 131 deletions

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@ -26,7 +26,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
/// <summary>
/// Host shader entry header used for binding information.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x14)]
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x18)]
struct HostShaderCacheEntryHeader
{
/// <summary>
@ -70,6 +70,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
/// </summary>
public byte Reserved;
/// <summary>
/// Mask of components written by the fragment shader stage.
/// </summary>
public int FragmentOutputMap;
/// <summary>
/// Create a new host shader cache entry header.
/// </summary>
@ -78,6 +83,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
/// <param name="texturesCount">Count of texture descriptors</param>
/// <param name="imagesCount">Count of image descriptors</param>
/// <param name="usesInstanceId">Set to true if the shader uses instance id</param>
/// <param name="clipDistancesWritten">Mask of clip distances that are written to on the shader</param>
/// <param name="fragmentOutputMap">Mask of components written by the fragment shader stage</param>
public HostShaderCacheEntryHeader(
int cBuffersCount,
int sBuffersCount,
@ -85,13 +92,15 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
int imagesCount,
bool usesInstanceId,
bool usesRtLayer,
byte clipDistancesWritten) : this()
byte clipDistancesWritten,
int fragmentOutputMap) : this()
{
CBuffersCount = cBuffersCount;
SBuffersCount = sBuffersCount;
TexturesCount = texturesCount;
ImagesCount = imagesCount;
ClipDistancesWritten = clipDistancesWritten;
FragmentOutputMap = fragmentOutputMap;
InUse = true;
UseFlags = usesInstanceId ? UseFlags.InstanceId : UseFlags.None;