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Ryujinx/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/HostShaderCacheEntryHeader.cs
gdkchan 3bd357045f
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
2022-02-16 23:15:39 +01:00

114 lines
3.7 KiB
C#

using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Flags indicating if the shader accesses certain built-ins, such as the instance ID.
/// </summary>
enum UseFlags : byte
{
/// <summary>
/// None of the built-ins are used.
/// </summary>
None = 0,
/// <summary>
/// Indicates whenever the vertex shader reads the gl_InstanceID built-in.
/// </summary>
InstanceId = 1 << 0,
/// <summary>
/// Indicates whenever any of the VTG stages writes to the gl_Layer built-in.
/// </summary>
RtLayer = 1 << 1
}
/// <summary>
/// Host shader entry header used for binding information.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x18)]
struct HostShaderCacheEntryHeader
{
/// <summary>
/// Count of constant buffer descriptors.
/// </summary>
public int CBuffersCount;
/// <summary>
/// Count of storage buffer descriptors.
/// </summary>
public int SBuffersCount;
/// <summary>
/// Count of texture descriptors.
/// </summary>
public int TexturesCount;
/// <summary>
/// Count of image descriptors.
/// </summary>
public int ImagesCount;
/// <summary>
/// Flags indicating if the shader accesses certain built-ins, such as the instance ID.
/// </summary>
public UseFlags UseFlags;
/// <summary>
/// Set to true if this entry is in use.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool InUse;
/// <summary>
/// Mask of clip distances that are written to on the shader.
/// </summary>
public byte ClipDistancesWritten;
/// <summary>
/// Reserved / unused.
/// </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>
/// <param name="cBuffersCount">Count of constant buffer descriptors</param>
/// <param name="sBuffersCount">Count of storage buffer descriptors</param>
/// <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,
int texturesCount,
int imagesCount,
bool usesInstanceId,
bool usesRtLayer,
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;
if (usesRtLayer)
{
UseFlags |= UseFlags.RtLayer;
}
}
}
}