diff options
| author | Pierre Bourdon <delroth@gmail.com> | 2018-09-01 05:32:56 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-09-01 05:32:56 +0200 |
| commit | 95c2a92f26542dba3512b95243b3fcff8fb34324 (patch) | |
| tree | 0dc6dfe920502fb93fe2e308cdb4bcadeda49f3d /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | 4a34dba00137ec9d9456e2f500ffd88731112909 (diff) | |
Revert "ShaderGen: Drop broken fragment shader index workaround for Vulkan"
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 21 |
1 files changed, 18 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 115d42f14c..7ba5edba7f 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -553,8 +553,16 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host { if (use_dual_source) { - out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"); - out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n"); + 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"); + } } else if (use_shader_blend) { @@ -562,7 +570,14 @@ 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 - out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n"); + 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"); + } } else { |
