ShaderGen: Output uint when logic op is enabled for D3D ubershaders

This commit is contained in:
Stenzek 2017-09-05 23:24:32 +10:00
parent 3e47baa40c
commit 6d32cce2f5
1 changed files with 19 additions and 13 deletions

View File

@ -654,13 +654,19 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
if (early_depth && host_config.backend_early_z) if (early_depth && host_config.backend_early_z)
out.Write("[earlydepthstencil]\n"); out.Write("[earlydepthstencil]\n");
out.Write("void main(\n" out.Write("void main(\n");
" out float4 ocol0 : SV_Target0,\n" if (uid_data->uint_output)
" out float4 ocol1 : SV_Target1,\n" {
" %s\n", out.Write(" out uint4 ocol0 : SV_Target,\n");
per_pixel_depth ? "\n out float depth : SV_Depth," : ""); }
else
{
out.Write(" out float4 ocol0 : SV_Target0,\n"
" out float4 ocol1 : SV_Target1,\n");
}
if (per_pixel_depth)
out.Write(" out float depth : SV_Depth,\n");
out.Write(" in float4 rawpos : SV_Position,\n"); out.Write(" in float4 rawpos : SV_Position,\n");
out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa)); out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
out.Write(" in %s float4 colors_1 : COLOR1", GetInterpolationQualifier(msaa, ssaa)); out.Write(" in %s float4 colors_1 : COLOR1", GetInterpolationQualifier(msaa, ssaa));
@ -1186,14 +1192,14 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write(" else\n" out.Write(" else\n"
" ocol0.a = float(TevResult.a >> 2) / 63.0;\n" " ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
" \n"); " \n");
}
if (use_dual_source) if (use_dual_source)
{ {
out.Write(" // Dest alpha override (dual source blending)\n" out.Write(" // Dest alpha override (dual source blending)\n"
" // Colors will be blended against the alpha from ocol1 and\n" " // Colors will be blended against the alpha from ocol1 and\n"
" // the alpha from ocol0 will be written to the framebuffer.\n" " // the alpha from ocol0 will be written to the framebuffer.\n"
" ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n"); " ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n");
}
} }
if (bounding_box) if (bounding_box)