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VideoCommon: update ubershader pixel to not enforce d3d when writing color output that has been defined as uints
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@ -1092,8 +1092,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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" }}\n");
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" }}\n");
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}
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}
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// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
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// Some backends require that the shader outputs be uint when writing to a uint render target for
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if (api_type == APIType::D3D && uid_data->uint_output)
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// logic op.
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if (uid_data->uint_output)
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{
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{
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out.Write(" if (bpmem_rgba6_format)\n"
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out.Write(" if (bpmem_rgba6_format)\n"
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" ocol0 = uint4(TevResult & 0xFC);\n"
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" ocol0 = uint4(TevResult & 0xFC);\n"
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