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Fixed renderdoc input/output textures not working due to render targets

This commit is contained in:
David Marcec 2018-09-11 13:26:56 +10:00
parent 3bac3051fc
commit 4c3bd33be2
2 changed files with 9 additions and 2 deletions

View file

@ -1023,7 +1023,7 @@ private:
// TODO(Subv): Figure out how dual-source blending is configured in the Switch.
for (u32 component = 0; component < 4; ++component) {
if (header.IsColorComponentOutputEnabled(render_target, component)) {
shader.AddLine(fmt::format("color[{}][{}] = {};", render_target, component,
shader.AddLine(fmt::format("FragColor{}[{}] = {};", render_target, component,
regs.GetRegisterAsFloat(current_reg)));
++current_reg;
}

View file

@ -88,7 +88,14 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
.get_value_or({});
out += R"(
in vec4 position;
layout(location = 0) out vec4 color[8];
layout(location = 0) out vec4 FragColor0;
layout(location = 1) out vec4 FragColor1;
layout(location = 2) out vec4 FragColor2;
layout(location = 3) out vec4 FragColor3;
layout(location = 4) out vec4 FragColor4;
layout(location = 5) out vec4 FragColor5;
layout(location = 6) out vec4 FragColor6;
layout(location = 7) out vec4 FragColor7;
layout (std140) uniform fs_config {
vec4 viewport_flip;