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author | bunnei <bunneidev@gmail.com> | 2018-08-21 07:17:53 +0200 |
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committer | GitHub <noreply@github.com> | 2018-08-21 07:17:53 +0200 |
commit | b0f7713fce968c83ee105458dfe361644c937e21 (patch) | |
tree | d84ed354e4d1ca2eecdf9408b52f3c808709eec7 /src | |
parent | Merge pull request #1134 from lioncash/log (diff) | |
parent | Shaders: Implement depth writing in fragment shaders. (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 7 |
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) + ';'); + } } /** |