From 825d6295653599ef01b0224d986e03b18767fe74 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Thu, 12 Mar 2020 04:28:50 -0300 Subject: gl_shader_decompiler: Fix regression in render target declarations A previous commit introduced a way to declare as few render targets as possible. Turns out this introduced a regression in some games. --- src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 14 ++------------ 1 file changed, 2 insertions(+), 12 deletions(-) (limited to 'src/video_core/renderer_opengl') diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 0108e708c..4edcbdaa8 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -543,18 +543,8 @@ private: if (stage != ShaderType::Fragment) { return; } - - bool any = false; - for (u32 render_target = 0; render_target < Maxwell::NumRenderTargets; ++render_target) { - if (!IsRenderTargetEnabled(render_target)) { - continue; - } - code.AddLine("layout (location = {}) out vec4 frag_color{};", render_target, - render_target); - any = true; - } - if (any) { - code.AddNewLine(); + for (u32 rt = 0; rt < Maxwell::NumRenderTargets; ++rt) { + code.AddLine("layout (location = {}) out vec4 frag_color{};", rt, rt); } } -- cgit v1.2.3