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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
17 changed files with 176 additions and 131 deletions

View file

@ -77,7 +77,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
programInfo.Images.Count,
programInfo.UsesInstanceId,
programInfo.UsesRtLayer,
programInfo.ClipDistancesWritten);
programInfo.ClipDistancesWritten,
programInfo.FragmentOutputMap);
CBuffers = programInfo.CBuffers.ToArray();
SBuffers = programInfo.SBuffers.ToArray();
Textures = programInfo.Textures.ToArray();
@ -97,7 +98,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
Images,
Header.UseFlags.HasFlag(UseFlags.InstanceId),
Header.UseFlags.HasFlag(UseFlags.RtLayer),
Header.ClipDistancesWritten);
Header.ClipDistancesWritten,
Header.FragmentOutputMap);
}
/// <summary>

View file

@ -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;

View file

@ -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);