From 57d8afd0c99bb43d1ba1e3cc630d257c5da92741 Mon Sep 17 00:00:00 2001 From: riperiperi Date: Thu, 22 Feb 2024 17:43:19 +0000 Subject: OpenGL: Mask out all color outputs with no fragment shader (#6341) * OpenGL: Mask out all color outputs with no fragment shader This appears to match Vulkan's behaviour, which is needed for stencil shadows in Penny's Big Breakaway. It's far from the only issue, you can try the Full Bindless PR if you want to see it in a more intact state. * Remove unused member --- src/Ryujinx.Graphics.OpenGL/Pipeline.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/Ryujinx.Graphics.OpenGL/Pipeline.cs') diff --git a/src/Ryujinx.Graphics.OpenGL/Pipeline.cs b/src/Ryujinx.Graphics.OpenGL/Pipeline.cs index e863c696..0757fcd9 100644 --- a/src/Ryujinx.Graphics.OpenGL/Pipeline.cs +++ b/src/Ryujinx.Graphics.OpenGL/Pipeline.cs @@ -1117,7 +1117,7 @@ namespace Ryujinx.Graphics.OpenGL prg.Bind(); } - if (prg.HasFragmentShader && _fragmentOutputMap != (uint)prg.FragmentOutputMap) + if (_fragmentOutputMap != (uint)prg.FragmentOutputMap) { _fragmentOutputMap = (uint)prg.FragmentOutputMap; -- cgit v1.2.3