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-rw-r--r--src/video_core/renderer_vulkan/vk_shader_decompiler.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/video_core/renderer_vulkan/vk_shader_decompiler.cpp b/src/video_core/renderer_vulkan/vk_shader_decompiler.cpp
index ed78bba02..7d51bf9af 100644
--- a/src/video_core/renderer_vulkan/vk_shader_decompiler.cpp
+++ b/src/video_core/renderer_vulkan/vk_shader_decompiler.cpp
@@ -423,7 +423,7 @@ private:
// Clear Position to avoid reading trash on the Z conversion.
const auto position_index = out_indices.position.value();
const Id position = AccessElement(t_out_float4, out_vertex, position_index);
- OpStore(position, ConstantNull(t_float4));
+ OpStore(position, v_varying_default);
if (specialization.point_size) {
const u32 point_size_index = out_indices.point_size.value();
@@ -794,7 +794,7 @@ private:
}
Id type = GetTypeVectorDefinitionLut(Type::Float).at(num_components - 1);
- Id varying_default = ConstantNull(type);
+ Id varying_default = v_varying_default;
if (IsOutputAttributeArray()) {
const u32 num = GetNumOutputVertices();
type = TypeArray(type, Constant(t_uint, num));
@@ -2650,6 +2650,10 @@ private:
const Id v_float_zero = Constant(t_float, 0.0f);
const Id v_float_one = Constant(t_float, 1.0f);
+ // Nvidia uses these defaults for varyings (e.g. position and generic attributes)
+ const Id v_varying_default =
+ ConstantComposite(t_float4, v_float_zero, v_float_zero, v_float_zero, v_float_one);
+
const Id v_true = ConstantTrue(t_bool);
const Id v_false = ConstantFalse(t_bool);