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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-09-04 20:03:51 +0200 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-09-04 20:03:51 +0200 |
commit | 6177cbdbe175c4bfc9387c1918340d71766dad18 (patch) | |
tree | 2f1217b30b97834dd1986564e7538dcd04cfc423 | |
parent | gl_device: Disable precise in fragment shaders on bugged drivers (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 2 |
1 files changed, 1 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 50aa73d0e..a5cc1a86f 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -826,7 +826,7 @@ private: // AMD's proprietary GLSL compiler emits ill code for variable component access. // To bypass this driver bug generate 4 ifs, one per each component. const std::string pack = code.GenerateTemporary(); - code.AddLine("vec4 {} = {}[{} >> 2];", pack, GetConstBuffer(cbuf->GetIndex()), + code.AddLine("uvec4 {} = {}[{} >> 2];", pack, GetConstBuffer(cbuf->GetIndex()), final_offset); const std::string result = code.GenerateTemporary(); |