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)
out.Write("[earlydepthstencil]\n");
out.Write("void main(\n"
" out float4 ocol0 : SV_Target0,\n"
" out float4 ocol1 : SV_Target1,\n"
" %s\n",
per_pixel_depth ? "\n out float depth : SV_Depth," : "");
out.Write("void main(\n");
if (uid_data->uint_output)
{
out.Write(" out uint4 ocol0 : SV_Target,\n");
}
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 %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
out.Write(" in %s float4 colors_1 : COLOR1", GetInterpolationQualifier(msaa, ssaa));
@ -1186,7 +1192,6 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write(" else\n"
" ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
" \n");
}
if (use_dual_source)
{
@ -1195,6 +1200,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
" // 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");
}
}
if (bounding_box)
{