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
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riperiperi 2024-02-22 17:43:19 +00:00 committed by GitHub
parent c43fb92bbf
commit 57d8afd0c9
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2 changed files with 5 additions and 6 deletions

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@ -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;