glsl: Obey need_declared_frag_colors to declare and initialize all frag_color
Fixes Ori and the blind forest title screen
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2 changed files with 10 additions and 1 deletions
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@ -340,7 +340,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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header += fmt::format("layout(location={})patch {} vec4 patch{};", index, qualifier, index);
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}
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for (size_t index = 0; index < info.stores_frag_color.size(); ++index) {
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if (!info.stores_frag_color[index]) {
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if (!info.stores_frag_color[index] && !profile.need_declared_frag_colors) {
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continue;
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}
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header += fmt::format("layout(location={})out vec4 frag_color{};", index, index);
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@ -8,6 +8,7 @@
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLSL {
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namespace {
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@ -58,6 +59,14 @@ void EmitPrologue(EmitContext& ctx) {
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if (ctx.StageInitializesVaryings()) {
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InitializeVaryings(ctx);
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}
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if (ctx.stage == Stage::Fragment && ctx.profile.need_declared_frag_colors) {
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for (size_t index = 0; index < ctx.info.stores_frag_color.size(); ++index) {
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if (ctx.info.stores_frag_color[index]) {
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continue;
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}
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ctx.Add("frag_color{}=vec4(0,0,0,1);", index);
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}
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}
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}
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void EmitEpilogue(EmitContext&) {}
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