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authorReinUsesLisp <reinuseslisp@airmail.cc>2021-05-17 09:44:13 +0200
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-23 03:51:31 +0200
commitf1b334b9f950fa58e2cb0e27574b06a0622a99f6 (patch)
tree4656fa52889a0760454b9eaebdb7a2d29d86ff9c
parentglasm: Implement TEX and TEXS instructions (diff)
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-rw-r--r--src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp b/src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp
index 22321f386..d829f05b3 100644
--- a/src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp
+++ b/src/shader_recompiler/backend/glasm/emit_glasm_composite.cpp
@@ -52,7 +52,7 @@ void CompositeInsert(EmitContext& ctx, IR::Inst& inst, Register composite, Objec
// The input composite is not aliased with the return value so we have to copy it before
// hand. But the insert object is not aliased with the return value, so we don't have to
// worry about that
- ctx.Add("MOV.{} {},{};MOV.{},{}.{},{};", type, ret, composite, type, ret, swizzle, object);
+ ctx.Add("MOV.{} {},{};MOV.{} {}.{},{};", type, ret, composite, type, ret, swizzle, object);
} else {
// The return value is alised so we can just insert the object, it doesn't matter if it's
// aliased