Merge pull request #10836 from iwubcode/d3d_uint_fix

VideoCommon: fix uint shader compiler error when using d3d
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JMC47 2022-10-18 12:12:08 -04:00 committed by GitHub
commit 9aece1810c
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2 changed files with 17 additions and 7 deletions

View File

@ -1665,9 +1665,17 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
else
out.Write(")) {{\n");
out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (use_dual_source && !(api_type == APIType::D3D && uid_data->uint_output))
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (uid_data->uint_output)
out.Write("\t\tocol0 = uint4(0, 0, 0, 0);\n");
else
out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (use_dual_source)
{
if (uid_data->uint_output)
out.Write("\t\tocol1 = uint4(0, 0, 0, 0);\n");
else
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
if (per_pixel_depth)
{
out.Write("\t\tdepth = {};\n",
@ -1795,8 +1803,9 @@ static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data)
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
bool use_dual_source)
{
// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
if (api_type == APIType::D3D && uid_data->uint_output)
// Some backends require the shader outputs be uint when writing to a uint render target for logic
// op.
if (uid_data->uint_output)
{
if (uid_data->rgba6_format)
out.Write("\tocol0 = uint4(prev & 0xFC);\n");

View File

@ -1093,8 +1093,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" }}\n");
}
// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
if (api_type == APIType::D3D && uid_data->uint_output)
// Some backends require that the shader outputs be uint when writing to a uint render target for
// logic op.
if (uid_data->uint_output)
{
out.Write(" if (bpmem_rgba6_format)\n"
" ocol0 = uint4(TevResult & 0xFC);\n"