VideoCommon: Don't use indexed output for fbfetch
A nonzero index makes no sense, and Mesa doesn't like it when you supply an index
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@ -1000,10 +1000,15 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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else
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#endif
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{
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out.Write("{} {} {} {};\n", "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)",
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use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out",
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uid_data->uint_output ? "uvec4" : "vec4",
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use_framebuffer_fetch ? "real_ocol0" : "ocol0");
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if (use_framebuffer_fetch)
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
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}
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else
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out {} ocol0;\n",
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uid_data->uint_output ? "uvec4" : "vec4");
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}
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if (!uid_data->no_dual_src)
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{
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@ -370,10 +370,15 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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else
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#endif
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{
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out.Write("{} {} {} {};\n", "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)",
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use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out",
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uid_data->uint_output ? "uvec4" : "vec4",
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use_framebuffer_fetch ? "real_ocol0" : "ocol0");
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if (use_framebuffer_fetch)
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
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}
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else
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out {} ocol0;\n",
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uid_data->uint_output ? "uvec4" : "vec4");
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}
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if (use_dual_source)
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{
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