R/Ryujinx.Graphics.OpenGL/Shader.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

42 lines
1.2 KiB
C#

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