shader_recompiler/EXIT: skip render targets with no outputs
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@ -12,6 +12,9 @@ void ExitFragment(TranslatorVisitor& v) {
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const ProgramHeader sph{v.env.SPH()};
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IR::Reg src_reg{IR::Reg::R0};
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for (u32 render_target = 0; render_target < 8; ++render_target) {
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if (!sph.ps.HasOutputComponents(render_target)) {
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continue;
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}
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const std::array<bool, 4> mask{sph.ps.EnabledOutputComponents(render_target)};
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for (u32 component = 0; component < 4; ++component) {
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if (!mask[component]) {
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@ -196,6 +196,11 @@ struct ProgramHeader {
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return {(bits & 1) != 0, (bits & 2) != 0, (bits & 4) != 0, (bits & 8) != 0};
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}
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[[nodiscard]] bool HasOutputComponents(u32 rt) const noexcept {
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const u32 bits{omap.target >> (rt * 4)};
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return bits & (1 | 2 | 4 | 8);
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}
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[[nodiscard]] std::array<PixelImap, 4> GenericInputMap(u32 attribute) const {
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const auto& vector{imap_generic_vector[attribute]};
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return {vector.x, vector.y, vector.z, vector.w};
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