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shader_recompiler/EXIT: skip render targets with no outputs

Liam пре 4 година
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d400b618a7

+ 3 - 0
src/shader_recompiler/frontend/maxwell/translate/impl/exit_program.cpp

@@ -12,6 +12,9 @@ void ExitFragment(TranslatorVisitor& v) {
     const ProgramHeader sph{v.env.SPH()};
     IR::Reg src_reg{IR::Reg::R0};
     for (u32 render_target = 0; render_target < 8; ++render_target) {
+        if (!sph.ps.HasOutputComponents(render_target)) {
+            continue;
+        }
         const std::array<bool, 4> mask{sph.ps.EnabledOutputComponents(render_target)};
         for (u32 component = 0; component < 4; ++component) {
             if (!mask[component]) {

+ 5 - 0
src/shader_recompiler/program_header.h

@@ -196,6 +196,11 @@ struct ProgramHeader {
                 return {(bits & 1) != 0, (bits & 2) != 0, (bits & 4) != 0, (bits & 8) != 0};
             }
 
+            [[nodiscard]] bool HasOutputComponents(u32 rt) const noexcept {
+                const u32 bits{omap.target >> (rt * 4)};
+                return bits & (1 | 2 | 4 | 8);
+            }
+
             [[nodiscard]] std::array<PixelImap, 4> GenericInputMap(u32 attribute) const {
                 const auto& vector{imap_generic_vector[attribute]};
                 return {vector.x, vector.y, vector.z, vector.w};