Use index fragment shader output when dual source blend is enabled (#4404)
* Use index fragment shader output when dual source blend is enabled * Shader cache version bump * Actually set DualSourceBlendEnabled to true * Fix XML doc --------- Co-authored-by: Ac_K <Acoustik666@gmail.com>
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@ -6,6 +6,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Numerics;
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using static Spv.Specification;
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namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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@ -622,7 +623,27 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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else if (attr >= AttributeConsts.FragmentOutputColorBase && attr < AttributeConsts.FragmentOutputColorEnd)
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{
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int location = (attr - AttributeConsts.FragmentOutputColorBase) / 16;
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context.Decorate(spvVar, Decoration.Location, (LiteralInteger)location);
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if (context.Config.Stage == ShaderStage.Fragment && context.Config.GpuAccessor.QueryDualSourceBlendEnable())
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{
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int firstLocation = BitOperations.TrailingZeroCount(context.Config.UsedOutputAttributes);
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int index = location - firstLocation;
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int mask = 3 << firstLocation;
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if ((uint)index < 2 && (context.Config.UsedOutputAttributes & mask) == mask)
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{
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context.Decorate(spvVar, Decoration.Location, (LiteralInteger)firstLocation);
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context.Decorate(spvVar, Decoration.Index, (LiteralInteger)index);
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}
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else
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{
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context.Decorate(spvVar, Decoration.Location, (LiteralInteger)location);
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}
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}
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else
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{
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context.Decorate(spvVar, Decoration.Location, (LiteralInteger)location);
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}
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}
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if (!isOutAttr)
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