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* 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
43 lines
1.2 KiB
C#
43 lines
1.2 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Shader : IShader
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{
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public int Handle { get; private set; }
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public bool IsFragment { get; }
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public Shader(ShaderStage stage, string code)
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{
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ShaderType type = stage switch
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{
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ShaderStage.Compute => ShaderType.ComputeShader,
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ShaderStage.Vertex => ShaderType.VertexShader,
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ShaderStage.TessellationControl => ShaderType.TessControlShader,
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ShaderStage.TessellationEvaluation => ShaderType.TessEvaluationShader,
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ShaderStage.Geometry => ShaderType.GeometryShader,
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ShaderStage.Fragment => ShaderType.FragmentShader,
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_ => ShaderType.VertexShader
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};
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Handle = GL.CreateShader(type);
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IsFragment = stage == ShaderStage.Fragment;
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GL.ShaderSource(Handle, code);
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GL.CompileShader(Handle);
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteShader(Handle);
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Handle = 0;
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}
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}
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}
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}
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