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authorbunnei <bunneidev@gmail.com>2018-08-21 07:17:53 +0200
committerGitHub <noreply@github.com>2018-08-21 07:17:53 +0200
commitb0f7713fce968c83ee105458dfe361644c937e21 (patch)
treed84ed354e4d1ca2eecdf9408b52f3c808709eec7
parentMerge pull request #1134 from lioncash/log (diff)
parentShaders: Implement depth writing in fragment shaders. (diff)
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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 6fb663bbc..aeb908744 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -918,7 +918,6 @@ private:
FragmentHeader header;
std::memcpy(&header, program_code.data(), PROGRAM_HEADER_SIZE);
- ASSERT_MSG(header.writes_depth == 0, "Depth write is unimplemented");
ASSERT_MSG(header.writes_samplemask == 0, "Samplemask write is unimplemented");
// Write the color outputs using the data in the shader registers, disabled
@@ -935,6 +934,12 @@ private:
}
}
}
+
+ if (header.writes_depth) {
+ // The depth output is always 2 registers after the last color output, and current_reg
+ // already contains one past the last color register.
+ shader.AddLine("gl_FragDepth = " + regs.GetRegisterAsFloat(current_reg + 1) + ';');
+ }
}
/**