From 05b4d14bf026c083e4a2e7905d90dcf5797cd85a Mon Sep 17 00:00:00 2001 From: Michael Maltese Date: Wed, 12 Apr 2017 14:21:38 -0700 Subject: [PATCH] TextureConversionShader: fix syntax error Fixes a situation where the following invalid GLSL code is generated: ```glsl float3 texSample0 = texture(samp0, float3(uv0 + float2(0, 0) * sample_offset, 0.0)).rgb; float3 texSample0 = floor(float3 texSample0 * 63.0) / 63.0; float3 texSample1 = texture(samp0, float3(uv0 + float2(1, 0) * sample_offset, 0.0)).rgb; float3 texSample1 = floor(float3 texSample1 * 63.0) / 63.0; ``` --- Source/Core/VideoCommon/TextureConversionShader.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index d22ade97c7..04dd4a3357 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -345,9 +345,11 @@ static void WriteIA4Encoder(char*& p, APIType ApiType, const EFBCopyFormat& form static void WriteRGB565Encoder(char*& p, APIType ApiType, const EFBCopyFormat& format) { WriteSwizzler(p, GX_TF_RGB565, ApiType); + WRITE(p, " float3 texSample0;\n"); + WRITE(p, " float3 texSample1;\n"); - WriteSampleColor(p, "rgb", "float3 texSample0", 0, ApiType, format, false); - WriteSampleColor(p, "rgb", "float3 texSample1", 1, ApiType, format, false); + WriteSampleColor(p, "rgb", "texSample0", 0, ApiType, format, false); + WriteSampleColor(p, "rgb", "texSample1", 1, ApiType, format, false); WRITE(p, " float2 texRs = float2(texSample0.r, texSample1.r);\n"); WRITE(p, " float2 texGs = float2(texSample0.g, texSample1.g);\n"); WRITE(p, " float2 texBs = float2(texSample0.b, texSample1.b);\n");