Revert "ShaderGen: Drop broken fragment shader index workaround for Vulkan"

This commit is contained in:
Pierre Bourdon
2018-09-01 05:32:56 +02:00
committed by GitHub
parent 4a34dba001
commit 95c2a92f26
4 changed files with 46 additions and 6 deletions

View File

@ -553,8 +553,16 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
{
if (use_dual_source)
{
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
}
}
else if (use_shader_blend)
{
@ -562,7 +570,14 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
// intermediate value with multiple reads & modifications, so pull out the "real" output value
// and use a temporary for calculations, then set the output value once at the end of the
// shader
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
}
}
else
{