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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@ -77,7 +77,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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programInfo.Images.Count,
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programInfo.UsesInstanceId,
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programInfo.UsesRtLayer,
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programInfo.ClipDistancesWritten);
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programInfo.ClipDistancesWritten,
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programInfo.FragmentOutputMap);
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CBuffers = programInfo.CBuffers.ToArray();
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SBuffers = programInfo.SBuffers.ToArray();
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Textures = programInfo.Textures.ToArray();
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@ -97,7 +98,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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Images,
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Header.UseFlags.HasFlag(UseFlags.InstanceId),
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Header.UseFlags.HasFlag(UseFlags.RtLayer),
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Header.ClipDistancesWritten);
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Header.ClipDistancesWritten,
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Header.FragmentOutputMap);
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}
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/// <summary>
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@ -26,7 +26,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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/// <summary>
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/// Host shader entry header used for binding information.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x14)]
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[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x18)]
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struct HostShaderCacheEntryHeader
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{
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/// <summary>
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@ -70,6 +70,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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/// </summary>
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public byte Reserved;
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/// <summary>
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/// Mask of components written by the fragment shader stage.
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/// </summary>
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public int FragmentOutputMap;
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/// <summary>
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/// Create a new host shader cache entry header.
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/// </summary>
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@ -78,6 +83,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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/// <param name="texturesCount">Count of texture descriptors</param>
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/// <param name="imagesCount">Count of image descriptors</param>
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/// <param name="usesInstanceId">Set to true if the shader uses instance id</param>
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/// <param name="clipDistancesWritten">Mask of clip distances that are written to on the shader</param>
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/// <param name="fragmentOutputMap">Mask of components written by the fragment shader stage</param>
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public HostShaderCacheEntryHeader(
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int cBuffersCount,
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int sBuffersCount,
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@ -85,13 +92,15 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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int imagesCount,
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bool usesInstanceId,
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bool usesRtLayer,
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byte clipDistancesWritten) : this()
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byte clipDistancesWritten,
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int fragmentOutputMap) : this()
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{
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CBuffersCount = cBuffersCount;
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SBuffersCount = sBuffersCount;
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TexturesCount = texturesCount;
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ImagesCount = imagesCount;
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ClipDistancesWritten = clipDistancesWritten;
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FragmentOutputMap = fragmentOutputMap;
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InUse = true;
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UseFlags = usesInstanceId ? UseFlags.InstanceId : UseFlags.None;
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@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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private const ulong ShaderCodeGenVersion = 3106;
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private const ulong ShaderCodeGenVersion = 3063;
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// Progress reporting helpers
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private volatile int _shaderCount;
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@ -188,7 +188,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
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hostProgramBinary = hostProgramBinarySpan.ToArray();
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary, false, new ShaderInfo(-1));
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}
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ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
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@ -252,7 +252,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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// Compile shader and create program as the shader program binary got invalidated.
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, program.Code);
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hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
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hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, new ShaderInfo(-1));
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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{
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@ -303,7 +303,18 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
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hostProgramBinary = hostProgramBinarySpan.ToArray();
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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bool hasFragmentShader = false;
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int fragmentOutputMap = -1;
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int fragmentIndex = (int)ShaderStage.Fragment - 1;
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if (hostShaderEntries[fragmentIndex] != null && hostShaderEntries[fragmentIndex].Header.InUse)
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{
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hasFragmentShader = true;
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fragmentOutputMap = hostShaderEntries[fragmentIndex].Header.FragmentOutputMap;
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}
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary, hasFragmentShader, new ShaderInfo(fragmentOutputMap));
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}
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ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
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@ -426,7 +437,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostShaders.Add(hostShader);
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}
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hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
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int fragmentIndex = (int)ShaderStage.Fragment - 1;
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int fragmentOutputMap = -1;
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if (shaders[fragmentIndex] != null)
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{
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fragmentOutputMap = shaders[fragmentIndex].Info.FragmentOutputMap;
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}
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hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), new ShaderInfo(fragmentOutputMap));
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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{
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@ -617,7 +636,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, new ShaderInfo(-1));
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cpShader = new ShaderBundle(hostProgram, shader);
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@ -755,7 +774,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostShaders.Add(hostShader);
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}
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
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int fragmentIndex = (int)ShaderStage.Fragment - 1;
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int fragmentOutputMap = -1;
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if (shaders[fragmentIndex] != null)
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{
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fragmentOutputMap = shaders[fragmentIndex].Info.FragmentOutputMap;
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}
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), new ShaderInfo(fragmentOutputMap));
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gpShaders = new ShaderBundle(hostProgram, shaders);
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