Shadergen issues found by the test

This commit is contained in:
Henrik Rydgård 2022-09-11 16:17:38 +02:00
parent a30896e21f
commit 3e7f6b57aa
2 changed files with 6 additions and 3 deletions

View file

@ -453,7 +453,7 @@ ShaderWriter &ShaderWriter::LoadTexture2D(const char *sampName, const char *uv,
break;
default:
// Note: we ignore the sampler. make sure you bound samplers to the textures correctly.
F("texelFetch(%s, %s, %d)", lang_.texture, sampName, uv, level);
F("texelFetch(%s, %s, %d)", sampName, uv, level);
break;
}
return *this;

View file

@ -96,7 +96,10 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
if (texture3D) {
shaderDepalMode = ShaderDepalMode::OFF;
}
if (!compat.bitwiseOps && shaderDepalMode != ShaderDepalMode::OFF) {
*errorString = "depal requires bitwise ops";
return false;
}
bool bgraTexture = id.Bit(FS_BIT_BGRA_TEXTURE);
bool colorWriteMask = id.Bit(FS_BIT_COLOR_WRITEMASK) && compat.bitwiseOps;
@ -732,7 +735,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
break;
case ShaderDepalMode::CLUT8_8888:
// Not yet implemented.
WRITE(p, " t = vec4(0.0, 0.0, 0.0, 0.0);\n");
WRITE(p, " vec4 t = vec4(0.0, 0.0, 0.0, 0.0);\n");
break;
}