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.
This commit is contained in:
parent
eb5861e0a2
commit
825d629565
1 changed files with 2 additions and 12 deletions
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue