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author | bunnei <bunneidev@gmail.com> | 2018-09-11 17:38:13 +0200 |
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committer | GitHub <noreply@github.com> | 2018-09-11 17:38:13 +0200 |
commit | 2f0ff4d25b0780a84769bd0277bcab3c56e3186b (patch) | |
tree | 6f2087163c4328e700c4cba522ad927a38d5643e | |
parent | Merge pull request #1293 from lioncash/font (diff) | |
parent | Fixed renderdoc input/output textures not working due to render targets (diff) | |
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-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 2 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 9 |
2 files changed, 9 insertions, 2 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 762e58aad..e350113f1 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -1023,7 +1023,7 @@ private: // TODO(Subv): Figure out how dual-source blending is configured in the Switch. for (u32 component = 0; component < 4; ++component) { if (header.IsColorComponentOutputEnabled(render_target, component)) { - shader.AddLine(fmt::format("color[{}][{}] = {};", render_target, component, + shader.AddLine(fmt::format("FragColor{}[{}] = {};", render_target, component, regs.GetRegisterAsFloat(current_reg))); ++current_reg; } diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index e1b1a9d73..b0466c18f 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -88,7 +88,14 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup) { .get_value_or({}); out += R"( in vec4 position; -layout(location = 0) out vec4 color[8]; +layout(location = 0) out vec4 FragColor0; +layout(location = 1) out vec4 FragColor1; +layout(location = 2) out vec4 FragColor2; +layout(location = 3) out vec4 FragColor3; +layout(location = 4) out vec4 FragColor4; +layout(location = 5) out vec4 FragColor5; +layout(location = 6) out vec4 FragColor6; +layout(location = 7) out vec4 FragColor7; layout (std140) uniform fs_config { vec4 viewport_flip; |