VideoCommon: fix uint shader compiler error in specialized shaders. This error is in renderers that use uint for their color output (for logic ops). Remove D3D check for uint output since other backends could use uint output as well.

This commit is contained in:
iwubcode 2022-07-11 21:20:38 -05:00
parent 7b2b559743
commit 05135b4f43
1 changed files with 14 additions and 5 deletions

View File

@ -1675,9 +1675,17 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
else
out.Write(")) {{\n");
if (uid_data->uint_output)
out.Write("\t\tocol0 = uint4(0, 0, 0, 0);\n");
else
out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (use_dual_source && !(api_type == APIType::D3D && uid_data->uint_output))
if (use_dual_source)
{
if (uid_data->uint_output)
out.Write("\t\tocol1 = uint4(0, 0, 0, 0);\n");
else
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
if (per_pixel_depth)
{
out.Write("\t\tdepth = {};\n",
@ -1805,8 +1813,9 @@ static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data)
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
bool use_dual_source)
{
// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
if (api_type == APIType::D3D && uid_data->uint_output)
// Some backends require the shader outputs be uint when writing to a uint render target for logic
// op.
if (uid_data->uint_output)
{
if (uid_data->rgba6_format)
out.Write("\tocol0 = uint4(prev & 0xFC);\n");