diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index e3e5e55d28..270e3650f5 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -932,11 +932,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos const bool use_shader_blend = !use_dual_source && (uid_data->useDstAlpha && host_config.backend_shader_framebuffer_fetch); const bool use_shader_logic_op = -#ifdef __APPLE__ !host_config.backend_logic_op && host_config.backend_shader_framebuffer_fetch; -#else - false; -#endif if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { @@ -969,40 +965,24 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n"); } } - else if (use_dual_source) -#else - if (use_dual_source) + else #endif { - if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION)) + bool has_broken_decoration = + DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION); + + out.Write("{} {} vec4 {};\n", + has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" : + "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)", + use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out", + use_shader_blend ? "real_ocol0" : "ocol0"); + + if (use_dual_source) { - out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n" - "FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n"); + out.Write("{} out vec4 ocol1;\n", has_broken_decoration ? + "FRAGMENT_OUTPUT_LOCATION(1)" : + "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1)"); } - else - { - out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n" - "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n"); - } - } - else if (use_shader_blend) - { - // QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an - // 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"); - } - } - else - { - out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"); } if (uid_data->per_pixel_depth) @@ -1051,12 +1031,24 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos if (use_framebuffer_fetch) { - // Store off a copy of the initial fb value for blending - out.Write("\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"); + // Store off a copy of the initial framebuffer value. + // + // If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the + // framebuffer), we read from real_ocol0 or ocol0, depending if shader blending is enabled. + out.Write("#ifdef FB_FETCH_VALUE\n" + "\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n" + "#else\n" + "\tfloat4 initial_ocol0 = {};\n" + "#endif\n", + use_shader_blend ? "real_ocol0" : "ocol0"); } if (use_shader_blend) { + // QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an + // intermediate value with multiple reads & modifications, so we pull out the "real" output + // value above and use a temporary for calculations, then set the output value once at the + // end of the shader if we are using shader blending. out.Write("\tfloat4 ocol0;\n" "\tfloat4 ocol1;\n"); }