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
This commit is contained in:
parent
c43fb92bbf
commit
57d8afd0c9
2 changed files with 5 additions and 6 deletions
|
@ -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;
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue