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authorStenzek <stenzek@gmail.com>2018-08-28 23:39:45 +1000
committerStenzek <stenzek@gmail.com>2018-08-28 23:39:47 +1000
commit3ad7812b53fd4faab44b1c36b198de126b8a18ed (patch)
tree43dddf9b806675c3fe037c5d4e1bd2e0c885f7a1 /Source/Core/VideoCommon/PixelShaderGen.cpp
parent8206e4862c172e065967ce5d18cac55bbd78279e (diff)
ShaderGen: Drop broken fragment shader index workaround for Vulkan
AMD appears to have since fixed this in their driver, and it makes shadergen ever so slightly less messy.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp21
1 files changed, 3 insertions, 18 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 7ba5edba7f..115d42f14c 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -553,16 +553,8 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
{
if (use_dual_source)
{
- if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
- {
- out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
- out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
- }
- else
- {
- out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
- out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
- }
+ out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
+ out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
}
else if (use_shader_blend)
{
@@ -570,14 +562,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
// intermediate value with multiple reads & modifications, so pull out the "real" output value
// and use a temporary for calculations, then set the output value once at the end of the
// shader
- if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
- {
- out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
- }
- else
- {
- out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
- }
+ out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
}
else
{