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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-03-12 04:28:50 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-03-12 05:01:20 -0300
commit825d6295653599ef01b0224d986e03b18767fe74 (patch)
tree62baef02a808351d0b8b4f0e7e9ee055a7addb39 /src
parenteb5861e0a22851cd2b2ca38136bfc7870790836e (diff)
gl_shader_decompiler: Fix regression in render target declarations
A previous commit introduced a way to declare as few render targets as possible. Turns out this introduced a regression in some games.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp14
1 files changed, 2 insertions, 12 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 0108e708c..4edcbdaa8 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -543,18 +543,8 @@ private:
if (stage != ShaderType::Fragment) {
return;
}
-
- bool any = false;
- for (u32 render_target = 0; render_target < Maxwell::NumRenderTargets; ++render_target) {
- if (!IsRenderTargetEnabled(render_target)) {
- continue;
- }
- code.AddLine("layout (location = {}) out vec4 frag_color{};", render_target,
- render_target);
- any = true;
- }
- if (any) {
- code.AddNewLine();
+ for (u32 rt = 0; rt < Maxwell::NumRenderTargets; ++rt) {
+ code.AddLine("layout (location = {}) out vec4 frag_color{};", rt, rt);
}
}