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
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ab5d77c0c4
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3bd357045f
17 changed files with 176 additions and 131 deletions
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@ -53,7 +53,9 @@ namespace Ryujinx.Graphics.OpenGL
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private ClipOrigin _clipOrigin;
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private ClipDepthMode _clipDepthMode;
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private readonly uint[] _componentMasks;
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private uint _fragmentOutputMap;
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private uint _componentMasks;
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private uint _currentComponentMasks;
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private uint _scissorEnables;
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@ -73,12 +75,8 @@ namespace Ryujinx.Graphics.OpenGL
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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_componentMasks = new uint[Constants.MaxRenderTargets];
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for (int index = 0; index < Constants.MaxRenderTargets; index++)
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{
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_componentMasks[index] = 0xf;
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}
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_fragmentOutputMap = uint.MaxValue;
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_componentMasks = uint.MaxValue;
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var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
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new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
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@ -1001,18 +999,30 @@ namespace Ryujinx.Graphics.OpenGL
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public void SetProgram(IProgram program)
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{
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_program = (Program)program;
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Program prg = (Program)program;
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if (_tfEnabled)
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{
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GL.EndTransformFeedback();
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_program.Bind();
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prg.Bind();
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GL.BeginTransformFeedback(_tfTopology);
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}
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else
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{
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_program.Bind();
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prg.Bind();
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}
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if (prg.HasFragmentShader && _fragmentOutputMap != (uint)prg.FragmentOutputMap)
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{
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_fragmentOutputMap = (uint)prg.FragmentOutputMap;
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for (int index = 0; index < Constants.MaxRenderTargets; index++)
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{
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RestoreComponentMask(index, force: false);
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}
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}
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_program = prg;
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}
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public void SetRasterizerDiscard(bool discard)
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@ -1037,11 +1047,13 @@ namespace Ryujinx.Graphics.OpenGL
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public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
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{
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_componentMasks = 0;
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for (int index = 0; index < componentMasks.Length; index++)
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{
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_componentMasks[index] = componentMasks[index];
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_componentMasks |= componentMasks[index] << (index * 4);
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RestoreComponentMask(index);
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RestoreComponentMask(index, force: false);
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}
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}
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@ -1436,18 +1448,34 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public void RestoreComponentMask(int index)
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public void RestoreComponentMask(int index, bool force = true)
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{
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// If the bound render target is bgra, swap the red and blue masks.
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uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
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uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
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int shift = index * 4;
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uint componentMask = _componentMasks & _fragmentOutputMap;
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uint checkMask = 0xfu << shift;
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uint componentMaskAtIndex = componentMask & checkMask;
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if (!force && componentMaskAtIndex == (_currentComponentMasks & checkMask))
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{
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return;
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}
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componentMask >>= shift;
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componentMask &= 0xfu;
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GL.ColorMask(
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index,
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(_componentMasks[index] & redMask) != 0,
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(_componentMasks[index] & 2u) != 0,
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(_componentMasks[index] & blueMask) != 0,
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(_componentMasks[index] & 8u) != 0);
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(componentMask & redMask) != 0,
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(componentMask & 2u) != 0,
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(componentMask & blueMask) != 0,
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(componentMask & 8u) != 0);
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_currentComponentMasks &= ~checkMask;
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_currentComponentMasks |= componentMaskAtIndex;
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}
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public void RestoreScissor0Enable()
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